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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Unity.BossRoom.Gameplay.GameplayObjects;
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using Unity.BossRoom.Gameplay.GameplayObjects.Character;
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using Unity.Netcode;
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using UnityEngine;
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public class AbilitySystem : NetworkBehaviour
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{
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[Header("Assigned Abilities")]
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public List<Ability> abilities = new List<Ability>();
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private Ability activeAbility;
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private bool isAbilityActive = false;
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private HashSet<Ability> abilitiesOnCooldown = new HashSet<Ability>();
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[SerializeField] private GameObject currentAbilityIndicator;
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[SerializeField] private GameObject wallIndicator;
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[Header("Wall Placement Settings")]
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[SerializeField] private float wallRotationSpeed = 2f;
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private Vector3 wallSpawnPosition;
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private bool isWallPlacementStarted = false;
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void Update()
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{
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HandleAbilityMode();
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}
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private void HandleAbilityMode()
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{
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if (isAbilityActive)
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{
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if (activeAbility.abilityKey == "VectorFence")
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{
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ManageVectorFenceIndicator();
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if (!isWallPlacementStarted)
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{
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UpdateWallIndicatorPosition(); // Follow the mouse when ability is activated
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}
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if (Input.GetMouseButtonDown(0))
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{
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StartWallPlacement();
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}
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if (Input.GetMouseButton(0) && isWallPlacementStarted)
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{
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RotateWallIndicator(); // Rotate while holding LMB
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}
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if (Input.GetMouseButtonUp(0) && isWallPlacementStarted)
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{
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UseActiveAbility(); // Place the wall when LMB is released
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isWallPlacementStarted = false;
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}
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}
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else
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{
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ManageStandardAbilityIndicator();
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if (Input.GetMouseButtonDown(0))
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{
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UseActiveAbility();
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}
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}
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}
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else
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{
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DeactivateIndicators();
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}
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}
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private void ManageVectorFenceIndicator()
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{
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if (wallIndicator != null)
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{
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wallIndicator.SetActive(true);
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currentAbilityIndicator.SetActive(false);
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// Apply ability-specific scale to the wall indicator
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if (activeAbility is VectorFenceAbility vectorFence)
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{
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wallIndicator.transform.localScale = new Vector3(vectorFence.wallLength, vectorFence.wallHeight, vectorFence.wallWidth);
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}
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}
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}
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private void UpdateWallIndicatorPosition()
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{
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if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out RaycastHit hit))
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{
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wallIndicator.transform.position = hit.point; // Update position to follow the mouse
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}
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}
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private void StartWallPlacement()
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{
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if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out RaycastHit hit))
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{
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wallSpawnPosition = hit.point; // Save spawn position
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isWallPlacementStarted = true;
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Debug.Log($"[AbilitySystem] Wall placement started at {wallSpawnPosition}");
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}
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}
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private void RotateWallIndicator()
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{
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if (isWallPlacementStarted && wallIndicator != null)
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{
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float mouseX = Input.GetAxis("Mouse X");
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wallIndicator.transform.Rotate(Vector3.up, mouseX * wallRotationSpeed); // Rotate Y-axis based on mouse movement
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}
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}
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private void ManageStandardAbilityIndicator()
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{
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if (currentAbilityIndicator != null)
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{
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currentAbilityIndicator.SetActive(true);
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}
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if (wallIndicator != null)
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{
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wallIndicator.SetActive(false);
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}
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UpdateIndicatorPosition();
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}
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private void DeactivateIndicators()
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{
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if (currentAbilityIndicator != null) currentAbilityIndicator.SetActive(false);
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if (wallIndicator != null) wallIndicator.SetActive(false);
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}
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public void ActivateAbilityByKey(string key)
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{
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var ability = abilities.FirstOrDefault(a => a.abilityKey == key);
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if (ability == null)
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{
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Debug.LogWarning($"No ability assigned to key {key}.");
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return;
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}
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if (abilitiesOnCooldown.Contains(ability))
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{
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Debug.Log($"{ability.abilityName} is on cooldown.");
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}
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else
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{
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ToggleAbilityMode(ability);
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}
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}
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public bool IsAbilityModeActive() => isAbilityActive;
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private void ToggleAbilityMode(Ability ability)
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{
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if (isAbilityActive && activeAbility == ability)
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{
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DeactivateAbilityMode();
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}
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else
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{
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ActivateAbilityMode(ability);
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}
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}
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private void ActivateAbilityMode(Ability ability)
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{
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isAbilityActive = true;
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activeAbility = ability;
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Debug.Log($"Ability {ability.abilityName} activated! Click to use.");
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}
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public void DeactivateAbilityMode()
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{
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isAbilityActive = false;
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activeAbility = null;
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isWallPlacementStarted = false;
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Debug.Log("Ability mode deactivated.");
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}
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public void UseActiveAbility()
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{
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if (activeAbility == null)
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{
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Debug.LogWarning("[AbilitySystem] No active ability to use.");
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return;
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}
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Vector3 targetPosition = activeAbility.abilityKey == "VectorFence" ? wallIndicator.transform.position : currentAbilityIndicator.transform.position;
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Vector3 targetRotation = activeAbility.abilityKey == "VectorFence" ? wallIndicator.transform.eulerAngles : currentAbilityIndicator.transform.eulerAngles;
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Debug.Log($"[AbilitySystem] Using active ability {activeAbility.abilityName}.");
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RequestAbilityActivationServerRpc(activeAbility.abilityKey, targetPosition, targetRotation);
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StartCoroutine(StartCooldown(activeAbility));
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DeactivateAbilityMode();
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}
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[ServerRpc(RequireOwnership = false)]
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private void RequestAbilityActivationServerRpc(string abilityKey, Vector3 targetPosition, Vector3 targetRotation, ServerRpcParams rpcParams = default)
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{
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ulong ownerClientId = rpcParams.Receive.SenderClientId;
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Debug.Log($"[AbilitySystem] Received activation request for ability '{abilityKey}' from client {ownerClientId}.");
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ExecuteAbilityOnServer(abilityKey, ownerClientId, targetPosition, targetRotation);
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}
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private void ExecuteAbilityOnServer(string abilityKey, ulong ownerClientId, Vector3 targetPosition, Vector3 targetRotation)
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{
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var playerObject = NetworkManager.Singleton.SpawnManager.SpawnedObjectsList
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.FirstOrDefault(obj => obj.OwnerClientId == ownerClientId && obj.GetComponent<ServerCharacter>());
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if (playerObject == null || !playerObject.TryGetComponent(out ServerCharacter character))
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{
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Debug.LogError($"[AbilitySystem] No ServerCharacter component found for player {ownerClientId}.");
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return;
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}
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var ability = abilities.FirstOrDefault(a => a.abilityKey == abilityKey);
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if (ability == null)
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{
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Debug.LogError($"[AbilitySystem] Ability {abilityKey} not found.");
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return;
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}
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Debug.Log($"[AbilitySystem] Activating ability {ability.abilityName} for player {ownerClientId}.");
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ability.Execute(character, targetPosition, targetRotation);
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}
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private IEnumerator StartCooldown(Ability ability)
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{
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abilitiesOnCooldown.Add(ability);
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Debug.Log($"{ability.abilityName} is now on cooldown for {ability.abilityCooldownTime} seconds.");
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yield return new WaitForSeconds(ability.abilityCooldownTime);
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abilitiesOnCooldown.Remove(ability);
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Debug.Log($"{ability.abilityName} is off cooldown.");
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}
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private void UpdateIndicatorPosition()
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{
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if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out RaycastHit hit))
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{
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currentAbilityIndicator.transform.position = hit.point;
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currentAbilityIndicator.transform.localScale = Vector3.one * activeAbility.abilityRadius;
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}
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}
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}
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