King Aelorin is provided as a ready-to-use prefab containing the required GameObjects, components, scripts, UI hierarchy, and state machine setup.
Most gameplay behavior can be configured directly from the Editor without modifying code.
The root Aelorin GameObject does not contain a visual model. It contains all gameplay scripts required by the boss:
AelorinDetectionAggroAelorinBossControllerAelorinDamageableAelorinAttackExecutorAelorinDebugDrawAelorinUIThe AelorinAttackConfig asset must also be assigned to AelorinBossController.
The root has two model children:
Aelorin
├── Phase1
└── Phase2
The Phase 1 and Phase 2 model GameObjects contain no gameplay scripts.
Each model uses its corresponding Animation State Machine. The active model and state machine are switched automatically when the boss changes phase.
The scene contains a BossSetup hierarchy with the configurable objects used by Aelorin's abilities.
These references must be assigned in AelorinBossController.

