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Archived on 2026-10-24. The Godot rewrite is cancelled. This handoff is historical evidence, not an active Unity task or verified runtime behavior. See the current documentation.

Tiny Chaos Phase 10 Stage 1 Boss Data Manifest

Scope: data-only evidence for regular production Meadow/Stage 1 and the exact boss GUID e9bb8d8dda983e24da8f057fea2afa5a. No Unity source or binary asset is included.

Fixed assets and provenance

Evidence GUID Receiving fields
Assets/Resources/Stage/Stage_1.asset (Meadow, stageIndex 2) asset meta not required for selection all files: stage identity, Easy duration/schedules; boss and Stage 1 music references
Assets/Prefab/Enemy/Boss/Boss_GoblinKing.prefab e9bb8d8dda983e24da8f057fea2afa5a boss identity, components, serialization, collision, state graph, dependencies
Assets/Audio/BGM/BGM_Stage1.wav 09ecc48ee2584ee41b17c556d1560e81 source_provenance.stage_music, encounter death audio hook
Assets/Audio/BGM/BGM_GoblinKing.ogg 11daefbd0c6d6e24194e2d4c8aa134f6 source_provenance.boss_music, encounter transition audio hook
Assets/Sprites/Icons/Icon_BossHead.png 655e3212060025947a16ed24243cc21c icon provenance and HUD hook
Easy spawner 1-SP-1-Easy.asset 5e783b8710904914fbce770c0add90bd from Stage asset encounter Easy absence (only 60/120/180 special entries, no boss)
Normal spawner 1-SP-2-Normal.asset 179ab2423ae9b4349a77031392ed473e proven regular boss trigger at currentTime 600–605, spawn delay 1
Assets/Scenes/Arena Stage 1.unity not exported scene wiring of SpawnerEventManager to the exact boss, health bar, timer bar, icon

Component and method mapping

Component / source Serialized evidence or method/formula Receiving fields
Boss / Boss.cs, GUID 1dc2ab262b1dba746bcb3c08fe76863e spawnDelay/effect/icon/BGM; Death() ordering; flip based on initial scale boss base stats/provenance/cleanup; encounter sequences
Enemy / Enemy.cs type 2=Boss; maxHealth 50000; contact 10; CC flags; killId; reward array; targeting; SetStatusDifficulty: maxHealth * ENEMY_HP / 100; death/reward code boss ids, stats, rewards, targeting, cleanup
Entity / Entity.cs OnEnable resets core status/collider/material/death; ReturnToPool deactivates pool and reset requirements
root CircleCollider2D radius .56, offset (.09,.37), scale 1.3, layer index 0, non-trigger collision local/effective values (value * 1.3)
HitPoint / FirePoint transforms (.09,.37), hitPointSize .65 / (-.172,1.265) target_points local and scaled offsets
Difficulty.GetValue Easy ENEMY_HP=-20; all five Easy Goblin King values are zero easy_spawn_stats, Easy attack branch calculation
PoolManager name-minus-Clone key; lazy queue; no prewarm; enqueue/SetActive(false) pool object and stale-state risks
SpawnerEventManager special schedule trigger; SpawnBoss; ChangeStage; miniboss flags encounter trigger and every orchestration array/map
GameInitializer.PrepareSpawnAndGameManagerData selects stageMap by difficulty and assigns duration/spawners/boss encounter difficulty provenance
GameManager.Update/GameOver/CheckGameOverTitle end at EndGameTime; Easy clear at currentTime >=300 Easy conflict and post-boss behavior

State/mechanic mapping

All state components are on Boss_GoblinKing; Enemy.InitState() uses serialized component order, making ESSpawn initial.

Stable role Script / GUID Key serialized fields and methods JSON
spawn ESSpawn.cs / d80e35959975e33409771d2948378aa0 .5 s, PrepareState, SpawnState, Spawn trigger behavior states[spawn], spawn cleanup
chase last target position ESChase.cs / 8c0327aa23d2e8446973dee05b0486b5 speed 4, radius .25, targetLastPosition, obstacle avoidance behavior state/transition graph
summon or mortar EASGoblinKingSummon.cs / 8cc8f83686d04d2468bb03bb5113af29 plus EnemyAttackState.cs cooldown .5; windup 1; radius 2; 8 mortars, .3 spacing, precision 3, indicator .75, height 4, force 12; DoAttack, RandomSummon, MortarBarrage, IndicatorAttack, MortarAttack formulas behavior state, dependencies and Easy calculation
idle ESIdle.cs / 393b955959e89fd4b804663d3c257e31 1 s; enum 1 PlayerOutOfRange, -1 behavior state and unconditional practical transition
special fireball SAGoblinKing.cs / a2c23db197480bd4fbf3e72f140dd409 speed 4; 80×two bullets; 41° spacing; .05 after each; camera-center movement behavior state/dependencies
special timer EMTimerAbility.cs / 91019366668fd20438e6c90fd039e592 OnEnable timer 15; timer event; special exit restarts mechanics and cycle/risk
enter special EMChangeState.cs / d03580c5f4f5c284faacdc780bcafaa3 timer callback directly starts special mechanic and interrupt risk

Proven cycle: chase → summon_or_mortar → idle → chase. Timer interrupt: any active → special_fireball → idle → chase; special exit restarts the 15-second timer. There are no direct same-node self-loops. The mortar state has duplicate possible exit calls, but the base current-state guard prevents the late call from transitioning again.

Dependency mapping

Fireball 436bc11e314d8a7449640edd9e2dfde5 (15 damage, 10 s); Poison Bomb 66afd3cb259bb4e4da2bedb92f67d455; Poison Carrier 9713b6d1d468ebb49bc99082f5326d71; indicator 39249ae9c7b4adf4c8989ed0fb67fb87; summons db6ac3cbd4f28d6468f010bb5a01d253, 903370c28b6b31944ad67ae8046631d3, 9a6fcb09c5a6c604d809386f46b98094. These map to projectile_or_spawn_dependencies and the state dependency arrays.

Animator controller fa013622c241f184b88bc6675d84e6a1 proves parameters Attack, Death, SpecialAttack, IsWalking and MortarAttack. Runtime attack timing is performed by coroutines; no required clip animation event was proven.