Platform Visual Bug Fixed, Abilities UI for crows and other seperately shown

dev-ali
Ali Sharoz 4 days ago
parent f4f1a0d92a
commit 584764676c

@ -0,0 +1,53 @@
using UnityEngine;
using Cinemachine;
public class FreeLookCamera360Panning : MonoBehaviour
{
public CinemachineFreeLook freeLookCamera;
public Transform player; // Player's Transform to follow
public float panSpeed = 10f; // Speed of panning
public float edgeThreshold = 10f; // Edge detection range in pixels
private bool isPanning = false;
void Update()
{
HandleEdgeScrolling();
}
void HandleEdgeScrolling()
{
Vector3 mousePos = Input.mousePosition;
float screenWidth = Screen.width;
float screenHeight = Screen.height;
Vector3 moveDirection = Vector3.zero;
// Detect if cursor is near screen edges
if (mousePos.x <= edgeThreshold) moveDirection += -freeLookCamera.transform.right; // Move left
if (mousePos.x >= screenWidth - edgeThreshold) moveDirection += freeLookCamera.transform.right; // Move right
if (mousePos.y <= edgeThreshold) moveDirection += -freeLookCamera.transform.forward; // Move backward
if (mousePos.y >= screenHeight - edgeThreshold) moveDirection += freeLookCamera.transform.forward; // Move forward
if (moveDirection != Vector3.zero)
{
if (!isPanning)
{
freeLookCamera.Follow = null; // Stop following the player
freeLookCamera.LookAt = null; // Stop aiming at the player
isPanning = true;
}
// Move the camera in world space (360-degree movement)
freeLookCamera.transform.Translate(moveDirection * panSpeed * Time.deltaTime, Space.World);
}
else
{
if (isPanning)
{
freeLookCamera.Follow = player; // Re-enable following the player
freeLookCamera.LookAt = player; // Re-enable aiming at the player
isPanning = false;
}
}
}
}

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m_ConstrainProportionsScale: 1
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@ -62,6 +62,7 @@ namespace Unity.BossRoom.Gameplay.GameState
[Inject] ConnectionManager m_ConnectionManager;
[Inject] PersistentGameState m_PersistentGameState;
public Scoreboard scoreboard;
public static bool playerSpawned;
protected override void Awake()
{
base.Awake();

@ -156,13 +156,15 @@ namespace Unity.BossRoom.Gameplay.GameplayObjects.Character
public GameObject playerModel; // Original player model
public GameObject crowModel;
public Platform m_OccupiedPlatform;
public HeroActionBar heroActionBar;
void Awake()
{
m_ServerActionPlayer = new ServerActionPlayer(this);
NetLifeState = GetComponent<NetworkLifeState>();
NetHealthState = GetComponent<NetworkHealthState>();
m_State = GetComponent<NetworkAvatarGuidState>();
uIStateDisplayHandler= GetComponent<UIStateDisplayHandler>();
uIStateDisplayHandler = GetComponent<UIStateDisplayHandler>();
heroActionBar = FindObjectOfType<HeroActionBar>();
}
//Hazim
@ -172,7 +174,7 @@ namespace Unity.BossRoom.Gameplay.GameplayObjects.Character
{
if (NetworkManager.Singleton.LocalClientId == OwnerClientId)
{
var uistate= uIStateDisplayHandler.m_UIState;
var uistate = uIStateDisplayHandler.m_UIState;
var panel = uistate.swapConfirmationPanel;
if (panel != null)
@ -229,9 +231,39 @@ namespace Unity.BossRoom.Gameplay.GameplayObjects.Character
[ClientRpc]
private void UpdateCrowStatusClientRpc(bool status)
{
if (IsOwner==false)
{
return;
}
IsCrow = status; // Update the value for all clients
if(heroActionBar==null)
{
Debug.Log("Hero action bar was null");
heroActionBar=FindObjectOfType<HeroActionBar>();
}
foreach (var button in heroActionBar.OtherButtons)
{
button.SetActive(!status);
}
foreach (var button in heroActionBar.CrowButtons)
{
button.SetActive(status);
}
//ToggleButtons(heroActionBar.OtherButtons, !status);
//ToggleButtons(heroActionBar.CrowButtons, status);
}
//// Helper method to enable/disable button lists
//private void ToggleButtons(List<GameObject> buttons, bool isActive)
//{
// foreach (var button in buttons)
// {
// button.SetActive(isActive);
// }
//}
public void SetTargetPlatform(int platformId)
{
if (IsServer)

@ -160,7 +160,13 @@ namespace Unity.Multiplayer.Samples.BossRoom
StopCoroutine(penaltyCoroutine);
penaltyCoroutine = null;
}
VacateTimeClientRpc();
}
[ClientRpc]
void VacateTimeClientRpc()
{
if (timerCoroutine != null)
{
StopCoroutine(timerCoroutine);
@ -243,9 +249,15 @@ namespace Unity.Multiplayer.Samples.BossRoom
ScoreManager.Instance.AddPlayerScore(player.OwnerClientId, score);
}
penaltyCoroutine = StartCoroutine(HandleOccupationPenalty(player));
EnableBarrier();
penaltyCoroutine = StartCoroutine(HandleOccupationPenalty(player));
OccupyTimerClientRpc();
}
[ClientRpc]
public void OccupyTimerClientRpc()
{
if (TimerObject != null)
{
TimerObject.SetActive(true);

@ -45,6 +45,8 @@ namespace Unity.BossRoom.Gameplay.UI
/// Our input-sender. Initialized in RegisterInputSender()
/// </summary>
ClientInputSender m_InputSender;
public List<GameObject> CrowButtons;
public List<GameObject> OtherButtons;
/// <summary>
/// Identifiers for the buttons on the action bar.
@ -57,7 +59,6 @@ namespace Unity.BossRoom.Gameplay.UI
EmoteBar,
Special3,
Special4,
}
/// <summary>

@ -52,7 +52,7 @@ namespace Unity.BossRoom.Gameplay.UI
private Dictionary<ulong, ServerCharacter> m_TrackedAllies = new Dictionary<ulong, ServerCharacter>();
private ClientInputSender m_ClientSender;
public Transform ScoreSpawnPos;
void Awake()
{
// Make sure arrays are initialized

@ -20,6 +20,11 @@ namespace Unity.BossRoom.Gameplay.UI
[SerializeField]
UIHealth m_UIHealth;
public FloatingScore floatingScorePrefab;
PartyHUD m_PartyHUD;
private void Awake()
{
m_PartyHUD=FindObjectOfType<PartyHUD>();
}
private void OnEnable()
{
ScoreManager.OnScoreUpdated += OnScoreChanged;
@ -41,8 +46,8 @@ namespace Unity.BossRoom.Gameplay.UI
public void DisplayHealth(NetworkVariable<int> networkedHealth, int maxValue)
{
m_UIHealth.gameObject.SetActive(true);
m_UIHealth.Initialize(networkedHealth, maxValue);
// m_UIHealth.gameObject.SetActive(true);
// m_UIHealth.Initialize(networkedHealth, maxValue);
}
public void HideHealth()
@ -70,7 +75,7 @@ namespace Unity.BossRoom.Gameplay.UI
private void RpcPlayScoreAnimationClientRpc(int change, UnityEngine.Transform spawnPosition)
{
// Instantiate the floating score effect prefab on each client.
FloatingScore effect = Instantiate(floatingScorePrefab, spawnPosition);
FloatingScore effect = Instantiate(floatingScorePrefab, m_PartyHUD.ScoreSpawnPos);
effect.transform.localPosition = Vector3.zero;
effect.transform.localEulerAngles= Vector3.zero;
effect.Initialize(change);

@ -532,7 +532,6 @@ namespace Unity.BossRoom.Gameplay.UserInput
private void HandleAbilityInput()
{
if (Input.GetKeyDown(KeyCode.E)) // Dash'N'Crash
{
if (!m_ServerCharacter.IsCrow)
@ -544,14 +543,10 @@ namespace Unity.BossRoom.Gameplay.UserInput
}
if (Input.GetKeyDown(KeyCode.R)) // Freeze Throw
{
Debug.Log("Ali Sharoz UnComment This!");
ActivateAbilityIfAllowed(GameDataSource.Instance.FreezeThrowAbilityKey);
}
if (Input.GetKeyDown(KeyCode.F)) // Vector Wall
{
Debug.Log("Ali Sharoz UnComment This!");
if (m_ServerCharacter.IsCrow)
{
m_UIMessageFeed.DisplayMessage("Ability not available for crow");
@ -561,12 +556,11 @@ namespace Unity.BossRoom.Gameplay.UserInput
}
if (Input.GetKeyDown(KeyCode.C)) // The Executioner
{
Debug.Log("UnComment this Ali");
//if (m_ServerCharacter.IsCrow)
//{
// m_UIMessageFeed.DisplayMessage("Ability not available for crow");
// return;
//}
if (m_ServerCharacter.IsCrow)
{
m_UIMessageFeed.DisplayMessage("Ability not available for crow");
return;
}
ActivateAbilityIfAllowed(GameDataSource.Instance.TheExecutionerKey);
}
if (Input.GetKeyDown(KeyCode.V)) // Crow's Foresight
@ -578,10 +572,7 @@ namespace Unity.BossRoom.Gameplay.UserInput
}
ActivateAbilityIfAllowed(GameDataSource.Instance.CrowsForesightKey);
}
}
private void HandleSprint()
{
if(m_ServerCharacter.IsCrow) return;

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