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target: {fileID: 4600110157238723790, guid: 0d2d836e2e83b754fa1a1c4022d6d65d, type: 3} propertyPath: GlobalObjectIdHash - value: 3177087589 + value: 3737985212 objectReference: {fileID: 0} - target: {fileID: 4600110157238723790, guid: 0d2d836e2e83b754fa1a1c4022d6d65d, type: 3} propertyPath: PrefabHashGenerator @@ -762,6 +762,7 @@ MonoBehaviour: m_EditorClassIdentifier: abilities: - {fileID: 11400000, guid: e4794e2f71f66a74486c797344695ce7, type: 2} + - {fileID: 11400000, guid: 6c697d5efda1b0147b0c3f4088ee62f9, type: 2} currentAbilityIndicator: {fileID: 92142163933926358} --- !u!114 &4321537148236331373 MonoBehaviour: diff --git a/Assets/Scripts/Gameplay/FreezeThrowAbility.cs b/Assets/Scripts/Gameplay/FreezeThrowAbility.cs new file mode 100644 index 0000000..d1c1243 --- /dev/null +++ b/Assets/Scripts/Gameplay/FreezeThrowAbility.cs @@ -0,0 +1,51 @@ +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.Netcode; +using UnityEngine; + +[CreateAssetMenu(menuName = "Abilities/FreezeThrow")] +public class FreezeThrowAbility : Ability +{ + [Header("FreezeThrow Settings")] + public float projectileSpeed = 10f; + + public override void Execute(ServerCharacter character, Vector3 targetPosition) + { + if (!NetworkManager.Singleton.IsServer) + { + Debug.LogError("[FreezeThrowAbility] Execute should only be called on the server."); + return; + } + + if (character == null) + { + Debug.LogError("[FreezeThrowAbility] ServerCharacter is null."); + return; + } + + // Spawn the projectile + var spawnPosition = character.transform.position + character.transform.forward * 1.5f; + var direction = (targetPosition - spawnPosition).normalized; + + GameObject projectileInstance = Instantiate(prefab, spawnPosition, Quaternion.LookRotation(direction)); + if (projectileInstance.TryGetComponent(out NetworkObject networkObject)) + { + networkObject.Spawn(); + + if (projectileInstance.TryGetComponent(out FreezeThrowPrefab freezeProjectile)) + { + freezeProjectile.Initialize(character, direction, projectileSpeed, abilityDuration); + Debug.Log($"[FreezeThrowAbility] Projectile launched by {character.name}."); + } + else + { + Debug.LogError("[FreezeThrowAbility] The projectile prefab does not have a FreezeProjectile component."); + Destroy(projectileInstance); + } + } + else + { + Debug.LogError("[FreezeThrowAbility] Prefab must have a NetworkObject component."); + Destroy(projectileInstance); + } + } +} diff --git a/Assets/Scripts/Gameplay/FreezeThrowAbility.cs.meta b/Assets/Scripts/Gameplay/FreezeThrowAbility.cs.meta new file mode 100644 index 0000000..85492f9 --- /dev/null +++ b/Assets/Scripts/Gameplay/FreezeThrowAbility.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8c1371d9d978b1e4dbf2d6385a724a55 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/FreezeThrowPrefab.cs b/Assets/Scripts/Gameplay/FreezeThrowPrefab.cs new file mode 100644 index 0000000..2f048c7 --- /dev/null +++ b/Assets/Scripts/Gameplay/FreezeThrowPrefab.cs @@ -0,0 +1,48 @@ +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using UnityEngine; +using Unity.Netcode; + +public class FreezeThrowPrefab : NetworkBehaviour +{ + private Vector3 direction; + private float speed; + private float freezeDuration; + private ServerCharacter owner; + + public void Initialize(ServerCharacter character, Vector3 direction, float speed, float freezeDuration) + { + this.owner = character; + this.direction = direction.normalized; + this.speed = speed; + this.freezeDuration = freezeDuration; + } + + private void Update() + { + if (IsServer) + { + transform.position += direction * speed * Time.deltaTime; + + // Check for collision or expiry + if (Vector3.Distance(transform.position, owner.transform.position) > 20f) + { + NetworkObject.Despawn(); + } + } + } + + private void OnTriggerEnter(Collider other) + { + if (!IsServer) return; + + if (other.TryGetComponent(out ServerCharacter target)) + { + if (target != owner) + { + Debug.Log($"[FreezeProjectile] Hit {target.name}. Applying freeze for {freezeDuration} seconds."); + target.Freeze(freezeDuration); + NetworkObject.Despawn(); + } + } + } +} diff --git a/Assets/Scripts/Gameplay/FreezeThrowPrefab.cs.meta b/Assets/Scripts/Gameplay/FreezeThrowPrefab.cs.meta new file mode 100644 index 0000000..c175ec1 --- /dev/null +++ b/Assets/Scripts/Gameplay/FreezeThrowPrefab.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c50774b2618009240b2ec9ed41e7454f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/ServerCharacter.cs b/Assets/Scripts/Gameplay/GameplayObjects/Character/ServerCharacter.cs index 2b93f41..9839310 100644 --- a/Assets/Scripts/Gameplay/GameplayObjects/Character/ServerCharacter.cs +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/ServerCharacter.cs @@ -290,6 +290,20 @@ namespace Unity.BossRoom.Gameplay.GameplayObjects.Character } } + public void Freeze(float duration) + { + StartCoroutine(FreezeCoroutine(duration)); + } + + private IEnumerator FreezeCoroutine(float duration) + { + Debug.Log($"{name} is frozen for {duration} seconds!"); + Movement.SetSpeedModifier(0f); // Disable movement + yield return new WaitForSeconds(duration); + Movement.ResetSpeedModifier(); // Restore movement + Debug.Log($"{name} is no longer frozen."); + } + private void HandleOccupiedPlatform(Platform currentPlatform) { diff --git a/Assets/Scripts/Gameplay/GameplayObjects/RuntimeDataContainers/GameDataSource.cs b/Assets/Scripts/Gameplay/GameplayObjects/RuntimeDataContainers/GameDataSource.cs index ba7f20b..e2492c5 100644 --- a/Assets/Scripts/Gameplay/GameplayObjects/RuntimeDataContainers/GameDataSource.cs +++ b/Assets/Scripts/Gameplay/GameplayObjects/RuntimeDataContainers/GameDataSource.cs @@ -4,6 +4,7 @@ using Unity.BossRoom.Gameplay.Actions; using Unity.BossRoom.Gameplay.Configuration; using Unity.BossRoom.Gameplay.GameplayObjects.Character; using UnityEngine; +using UnityEngine.Serialization; using Action = Unity.BossRoom.Gameplay.Actions.Action; namespace Unity.BossRoom.Gameplay.GameplayObjects @@ -81,7 +82,8 @@ namespace Unity.BossRoom.Gameplay.GameplayObjects public Action DropActionPrototype => m_DropActionPrototype; public Action PickUpActionPrototype => m_PickUpActionPrototype; - public string SlowDownAbilityKey = "DashNCrash"; + public string DashNCrashAbilityKey = "DashNCrash"; + public string FreezeThrowAbilityKey = "FreezeThrow"; List m_AllActions; diff --git a/Assets/Scripts/Gameplay/UserInput/ClientInputSender.cs b/Assets/Scripts/Gameplay/UserInput/ClientInputSender.cs index 3948ebf..d97e0ef 100644 --- a/Assets/Scripts/Gameplay/UserInput/ClientInputSender.cs +++ b/Assets/Scripts/Gameplay/UserInput/ClientInputSender.cs @@ -502,7 +502,7 @@ namespace Unity.BossRoom.Gameplay.UserInput if (m_ServerCharacter.IsCrow) // Ensure only the crow can activate the ability { m_UIMessageFeed.DisplayMessage("Activated Ability mode"); - m_AbilitySystem.ActivateAbilityByKey(GameDataSource.Instance.SlowDownAbilityKey); + m_AbilitySystem.ActivateAbilityByKey(GameDataSource.Instance.DashNCrashAbilityKey); } else { @@ -515,6 +515,18 @@ namespace Unity.BossRoom.Gameplay.UserInput Debug.Log("Cannot activate ability mode while swap mode is active."); } } + if (Input.GetKeyDown(KeyCode.R)) + { + if (!IsSwapModeActive) // Prevent ability mode if swap mode is active + { + m_UIMessageFeed.DisplayMessage("Activated Ability mode"); + m_AbilitySystem.ActivateAbilityByKey(GameDataSource.Instance.FreezeThrowAbilityKey); + } + else + { + Debug.Log("Cannot activate ability mode while swap mode is active."); + } + } if (m_AbilitySystem.IsAbilityModeActive()) return; if (!IsSwapModeActive) // Prevent other inputs if swap mode is active { @@ -525,10 +537,10 @@ namespace Unity.BossRoom.Gameplay.UserInput } if (!EventSystem.current.IsPointerOverGameObject() && m_CurrentSkillInput == null) { - if (Input.GetMouseButtonDown(1)) - { - RequestAction(CharacterClass.Skill1.ActionID, SkillTriggerStyle.MouseClick); - } + // if (Input.GetMouseButtonDown(1)) + // { + // RequestAction(CharacterClass.Skill1.ActionID, SkillTriggerStyle.MouseClick); + // } if (IsSwapModeActive && Input.GetMouseButtonDown(0)) // Left-click to request swap { HandleSwapRequest();