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HighGroundRoyaleNetcode/Assets/Scripts/Gameplay/DashNCrashAbility.cs

148 lines
5.1 KiB
C#

using System.Collections;
using Unity.BossRoom.Gameplay.GameplayObjects.Character;
using UnityEngine;
using Unity.Netcode;
[CreateAssetMenu(menuName = "Abilities/DashNCrash")]
public class DashNCrashAbility : Ability
{
[Header("Dash Settings")]
public float dashSpeed = 10f;
public float dashDuration = 0.5f;
public override void Execute(ServerCharacter character, Vector3 targetPosition, Vector3 targetRotation)
{
Debug.Log($"Executing DashNCrash for character {character.OwnerClientId} at {targetPosition}.");
// Start the dash movement
character.Movement.StartDash(targetPosition, dashSpeed, dashDuration);
// Ensure the crowModel exists and has an Animator
if (character.crowModel != null && character.crowModel.TryGetComponent<Animator>(out var animator))
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{
Debug.Log("Triggering Dive animation for crow model.");
TriggerDiveAnimationClientRpc(character.NetworkObjectId);
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}
else
{
Debug.LogError("Crow model is not assigned or is missing an Animator component!");
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}
// Delay spawning the slow zone until after the dash
character.StartCoroutine(SpawnSlowZoneAfterDash(character, targetPosition));
}
/// <summary>
/// ClientRpc to trigger the Dive animation on all clients.
/// </summary>
[ClientRpc]
private void TriggerDiveAnimationClientRpc(ulong objectId)
{
if (!NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(objectId, out var netObj))
{
Debug.LogError($"[Client] NetworkObject with ID {objectId} not found in SpawnedObjects.");
return;
}
if (netObj.TryGetComponent<Animator>(out var animator))
{
animator.SetTrigger("Dive");
Debug.Log($"[Client] Dive animation triggered for {netObj.name}");
}
else
{
Debug.LogError($"[Client] Animator not found on {netObj.name}.");
}
}
private IEnumerator SpawnSlowZoneAfterDash(ServerCharacter character, Vector3 position)
{
yield return new WaitForSeconds(dashDuration + 0.25f);
// Spawn the slow zone prefab at the dash's end position
var prefab = GetPrefab();
if (prefab != null)
{
GameObject instance = Instantiate(prefab, character.transform.position, Quaternion.identity);
var networkObject = instance.GetComponent<NetworkObject>();
if (networkObject != null)
{
networkObject.Spawn();
Debug.Log($"Slow Zone spawned at {position}.");
}
else
{
Debug.LogError("Slow Zone prefab must have a NetworkObject component.");
}
}
}
}
//using System.Collections;
//using Unity.BossRoom.Gameplay.GameplayObjects.Character;
//using UnityEngine;
//using Unity.Netcode;
//using Unity.Netcode.Components;
//[CreateAssetMenu(menuName = "Abilities/DashNCrash")]
//public class DashNCrashAbility : Ability
//{
// [Header("Dash Settings")]
// public float dashSpeed = 10f;
// public float dashDuration = 0.5f;
// public override void Execute(ServerCharacter character, Vector3 targetPosition, Vector3 targetRotation)
// {
// Debug.Log($"Executing DashNCrash for character {character.OwnerClientId} at {targetPosition}.");
// // Start the dash
// character.Movement.StartDash(targetPosition, dashSpeed, dashDuration);
// // Ensure the crowModel exists and has a NetworkAnimator0
// if (character.crowModel != null)
// {
// NetworkAnimator networkAnimator = character.crowModel.GetComponent<NetworkAnimator>();
// if (networkAnimator != null)
// {
// Debug.Log("Triggering Dive animation for crow model.");
// networkAnimator.SetTrigger("Dive");
// }
// else
// {
// Debug.LogError("NetworkAnimator component missing on crow model!");
// }
// }
// else
// {
// Debug.LogError("Crow model is not assigned!");
// }
// // Delay spawning the slow zone until after the dash
// character.StartCoroutine(SpawnSlowZoneAfterDash(character, targetPosition));
// }
// private IEnumerator SpawnSlowZoneAfterDash(ServerCharacter character, Vector3 position)
// {
// yield return new WaitForSeconds(dashDuration + 0.25f);
// // Spawn the slow zone prefab at the dash's end position
// var prefab = GetPrefab();
// if (prefab != null)
// {
// GameObject instance = Instantiate(prefab, character.transform.position, Quaternion.identity);
// var networkObject = instance.GetComponent<NetworkObject>();
// if (networkObject != null)
// {
// networkObject.Spawn();
// Debug.Log($"Slow Zone spawned at {position}.");
// }
// else
// {
// Debug.LogError("Slow Zone prefab must have a NetworkObject component.");
// }
// }
// }
//}