Working on slow down ability
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abilityName: Slowdown Area
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using UnityEngine;
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public abstract class Ability : ScriptableObject
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{
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[Header("Ability Settings")]
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public string abilityName;
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public string abilityKey;
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public KeyCode keybind; // Key to activate the ability
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public float cooldownTime; // Cooldown duration in seconds
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private float lastActivationTime;
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/// <summary>
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/// Checks if the ability can be activated (e.g., not on cooldown).
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/// </summary>
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public bool CanActivate()
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{
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return Time.time >= lastActivationTime + cooldownTime;
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}
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/// <summary>
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/// Invokes the ability.
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/// </summary>
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/// <param name="owner">The GameObject or player triggering this ability.</param>
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public void TryActivate(GameObject owner)
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{
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if (CanActivate())
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{
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Activate(owner);
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lastActivationTime = Time.time;
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}
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else
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{
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Debug.Log($"{abilityName} is on cooldown.");
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}
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}
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protected abstract void Activate(GameObject owner); // Logic for the specific ability
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}
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using System.Collections.Generic;
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using Unity.Netcode;
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using UnityEngine;
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public class AbilitySystem : MonoBehaviour
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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; // Tracks the currently active ability in "spawn mode"
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private bool isAbilityActive = false;
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void Update()
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{
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// If ability mode is active, listen for mouse input to activate ability
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if (isAbilityActive && Input.GetMouseButtonDown(0))
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{
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UseActiveAbility();
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ToggleAbilityMode(activeAbility);
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}
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}
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/// <summary>
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/// Activates ability by key (called externally).
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/// </summary>
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/// <param name="key">The key assigned to an ability.</param>
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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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ToggleAbilityMode(ability);
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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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/// <summary>
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/// Toggles the ability activation mode.
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/// </summary>
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/// <param name="ability">The ability to toggle.</param>
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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.name} 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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Debug.Log("Ability mode deactivated.");
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}
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private void UseActiveAbility()
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{
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if (activeAbility != null)
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{
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activeAbility.TryActivate(gameObject);
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DeactivateAbilityMode(); // Ability used, deactivate mode
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}
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}
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}
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using UnityEngine;
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using Unity.Netcode;
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[CreateAssetMenu(menuName = "Abilities/Slow Zone Ability")]
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public class SlowZoneAbility : Ability
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{
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[Header("Slow Zone Settings")]
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public GameObject slowZonePrefab;
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protected override void Activate(GameObject owner)
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{
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Camera mainCamera = Camera.main;
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Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition);
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if (Physics.Raycast(ray, out RaycastHit hit))
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{
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Vector3 spawnPosition = hit.point;
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if (owner.TryGetComponent(out NetworkObject networkOwner))
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{
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SpawnSlowZoneServerRpc(spawnPosition);
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}
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}
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}
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[Rpc(SendTo.Server)]
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private void SpawnSlowZoneServerRpc(Vector3 position)
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{
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GameObject slowZone = Instantiate(slowZonePrefab, position, Quaternion.identity);
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slowZone.GetComponent<NetworkObject>().Spawn();
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Debug.Log($"Slow Zone spawned at {position}.");
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}
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}
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using System.Collections;
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using System.Collections.Generic;
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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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using UnityEngine.AI;
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public class SlowZonePrefab : NetworkBehaviour
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{
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[Header("Slow Zone Settings")]
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public float zoneRadius = 5f; // Radius of the slow zone
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public float slowDuration = 3f; // Duration of the slow effect
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private void Start()
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{
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// Start the process to slow down players when the zone is spawned
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StartCoroutine(ApplySlowEffect());
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}
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private IEnumerator ApplySlowEffect()
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{
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// Run the logic once immediately
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ApplySlowToPlayers();
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// Optionally, repeat the check while the zone exists
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yield return new WaitForSeconds(slowDuration);
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// Destroy the zone after applying the slow effect
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Destroy(gameObject);
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}
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private void ApplySlowToPlayers()
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{
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// Find all colliders in the zone
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Collider[] hitColliders = Physics.OverlapSphere(transform.position, zoneRadius);
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foreach (var collider in hitColliders)
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{
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if (collider.TryGetComponent<ServerCharacter>(out var player))
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{
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// Check if the player is NOT the crow
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if (!player.IsCrow)
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{
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// Apply slow effect
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StartCoroutine(SlowPlayer(player));
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Debug.Log($"{player.name} is slowed down!");
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}
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}
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}
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}
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private IEnumerator SlowPlayer(ServerCharacter player)
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{
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// Halve the player's movement speed
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player.GetComponent<NavMeshAgent>().speed /= 2;
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// player.Movement.SetMovementSpeed(originalSpeed * slowMultiplier);
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// Wait for the slow duration
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yield return new WaitForSeconds(slowDuration);
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// Restore the original speed
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player.GetComponent<NavMeshAgent>().speed /= 2;
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Debug.Log($"{player.name}'s speed is restored.");
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Destroy(gameObject);
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}
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// Debug visualization for the slow zone in the editor
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private void OnDrawGizmos()
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{
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Gizmos.color = Color.cyan;
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Gizmos.DrawWireSphere(transform.position, zoneRadius);
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}
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}
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