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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.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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void Update()
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{
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if (isAbilityActive)
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{
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UpdateIndicatorPosition();
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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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public void ActivateAbilityByKey(string key)
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{
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foreach (var ability in abilities)
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{
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if (ability.abilityKey == key)
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{
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if (!abilitiesOnCooldown.Contains(ability))
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{
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ToggleAbilityMode(ability);
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}
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else
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{
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Debug.Log($"{ability.abilityName} is on cooldown.");
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}
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return;
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}
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}
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Debug.LogWarning($"No ability assigned to key {key}.");
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}
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public bool IsAbilityModeActive()
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{
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return isAbilityActive;
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}
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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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currentAbilityIndicator?.SetActive(true);
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Debug.Log($"Ability {ability.abilityName} activated! Click to use.");
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}
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private void DeactivateAbilityMode()
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{
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isAbilityActive = false;
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activeAbility = null;
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currentAbilityIndicator?.SetActive(false);
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Debug.Log("Ability mode deactivated.");
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}
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public void UseActiveAbility()
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{
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if (activeAbility != null)
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{
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Debug.Log($"[AbilitySystem] Using active ability {activeAbility.abilityName}.");
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Vector3 targetPosition = currentAbilityIndicator.transform.position;
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RequestAbilityActivationServerRpc(activeAbility.abilityKey, targetPosition);
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StartCoroutine(StartCooldown(activeAbility));
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DeactivateAbilityMode();
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}
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else
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{
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Debug.LogWarning("[AbilitySystem] No active ability to use.");
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}
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}
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[ServerRpc(RequireOwnership = false)]
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private void RequestAbilityActivationServerRpc(string abilityKey, Vector3 targetPosition, ServerRpcParams rpcParams = default)
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{
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ulong ownerClientId = rpcParams.Receive.SenderClientId;
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Debug.Log($"[AbilitySystem] Received activation request for ability '{abilityKey}' from client {ownerClientId} at position {targetPosition}.");
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ExecuteAbilityOnServer(abilityKey, ownerClientId, targetPosition);
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}
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private void ExecuteAbilityOnServer(string abilityKey, ulong ownerClientId, Vector3 targetPosition)
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{
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// Find the player's ServerCharacter
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var playerObject = NetworkManager.Singleton.SpawnManager.SpawnedObjectsList
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.FirstOrDefault(obj => obj.OwnerClientId == ownerClientId && obj.GetComponent<ServerCharacter>());
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if (playerObject == null || !playerObject.TryGetComponent(out ServerCharacter character))
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{
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Debug.LogError($"[AbilitySystem] No ServerCharacter component found for player {ownerClientId}.");
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return;
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}
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// Find the ability
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var ability = abilities.Find(a => a.abilityKey == abilityKey);
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if (ability == null)
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{
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Debug.LogError($"[AbilitySystem] Ability {abilityKey} not found in the Ability System.");
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return;
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}
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// Activate the ability
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Debug.Log($"[AbilitySystem] Activating ability {ability.abilityName} for player {ownerClientId} at {targetPosition}.");
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ability.Execute(character, targetPosition);
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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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// Raycast to get the position of the cursor on the ground
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Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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if (Physics.Raycast(ray, out RaycastHit hit))
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{
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if (currentAbilityIndicator != null)
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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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}
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