Added The Executioner

dev-main-mobile
Hazim Bin Ijaz 1 month ago
parent 3850e59fb5
commit 69e8998b81

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@ -37,6 +37,10 @@ public class AbilitySystem : NetworkBehaviour
NavMeshAgent m_Agent;
private Dictionary<string, CursorState> abilityCursorMap;
[Header("Executioner Settings")]
[SerializeField] private LineRenderer lineIndicator;
private bool _isPlacingExecutioner;
private void InitializeAbilityCursorMap()
{
abilityCursorMap = new Dictionary<string, CursorState>
@ -100,6 +104,10 @@ public class AbilitySystem : NetworkBehaviour
isWallPlacementStarted = false;
}
}
else if (activeAbility.abilityKey == "TheExecutioner")
{
HandleExecutionerPlacement();
}
else
{
ManageStandardAbilityIndicator();
@ -117,7 +125,39 @@ public class AbilitySystem : NetworkBehaviour
DeactivateIndicators();
}
}
private Vector3 executionerStartPos;
private Vector3 executionerEndPos;
private void HandleExecutionerPlacement()
{
lineIndicator.gameObject.SetActive(true);
if (Input.GetMouseButtonDown(0))
{
if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out var hit))
{
executionerStartPos = hit.point;
executionerEndPos = hit.point;
lineIndicator.SetPosition(0, executionerStartPos);
lineIndicator.SetPosition(1, executionerEndPos);
}
}
if (Input.GetMouseButton(0))
{
if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out var hit))
{
executionerEndPos = hit.point;
lineIndicator.SetPosition(1, executionerEndPos);
}
}
if (Input.GetMouseButtonUp(0))
{
UseActiveAbility();
lineIndicator.gameObject.SetActive(false);
}
}
private void ManageVectorFenceIndicator()
{
if (wallIndicator != null)
@ -283,23 +323,35 @@ public class AbilitySystem : NetworkBehaviour
public void UseActiveAbility()
{
if (activeAbility == null)
if (activeAbility == null) return;
Vector3 direction;
Vector3 startPosition;
if (activeAbility.abilityKey == "TheExecutioner")
{
Debug.LogWarning("[AbilitySystem] No active ability to use.");
return;
startPosition = executionerStartPos;
direction = (executionerEndPos - executionerStartPos).normalized;
}
else
{
GameObject indicator = activeAbility.abilityKey == "VectorFence" ? wallIndicator : currentAbilityIndicator;
startPosition = indicator.transform.position;
direction = indicator.transform.forward;
}
GameObject indicator = activeAbility.abilityKey == "VectorFence" ? wallIndicator : currentAbilityIndicator;
Vector3 targetPosition = indicator.transform.position;
Vector3 targetRotation = indicator.transform.eulerAngles;
if (!IsPlacementWithinRadius(targetPosition))
if (!IsPlacementWithinRadius(startPosition))
{
Debug.Log("[AbilitySystem] Not in Radius.");
return;
}
Debug.Log($"[AbilitySystem] Using active ability {activeAbility.abilityName}.");
RequestAbilityActivationServerRpc(activeAbility.abilityKey, targetPosition, targetRotation);
Debug.Log($"[AbilitySystem] Using {activeAbility.abilityName}");
RequestAbilityActivationServerRpc(
activeAbility.abilityKey,
startPosition,
direction
);
StartCoroutine(StartCooldown(activeAbility));
DeactivateAbilityMode();
}

@ -0,0 +1,54 @@
using UnityEngine;
using Unity.Netcode;
using Unity.BossRoom.Gameplay.GameplayObjects.Character;
using UnityEngine.SocialPlatforms.Impl;
public class ExecutionerBox : NetworkBehaviour
{
private ServerCharacter _owner;
private Vector3 _endPos;
private float _travelTime;
private float _startTime;
private Vector3 _startPos;
public void Initialize(ServerCharacter owner, Vector3 startPos, Vector3 endPos, float travelTime)
{
_owner = owner;
_startPos = startPos;
_endPos = endPos;
_travelTime = travelTime;
transform.position = startPos;
transform.LookAt(endPos);
_startTime = Time.time;
}
private void Update()
{
if (!IsServer) return;
float journeyProgress = (Time.time - _startTime) / _travelTime;
transform.position = Vector3.Lerp(_startPos, _endPos, journeyProgress);
if (journeyProgress >= 1f)
NetworkObject.Despawn();
}
private void OnTriggerEnter(Collider other)
{
if (!IsServer) return;
if (other.TryGetComponent<ServerCharacter>(out var victim) && victim != _owner)
{
// Get owner client ID before despawning
ulong ownerId = _owner.OwnerClientId;
// Handle score changes
ScoreManager.Instance.AddPlayerScore(ownerId, 10); // Add to owner
ScoreManager.Instance.SubtractPlayerScore(victim.OwnerClientId, 10); // Subtract from victim
Debug.Log($"[ExecutionerBox] Scores updated. " +
$"Owner ({ownerId}) gained 10, " +
$"Victim ({victim.OwnerClientId}) lost 10");
}
}
}

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@ -85,6 +85,7 @@ namespace Unity.BossRoom.Gameplay.GameplayObjects
public string DashNCrashAbilityKey = "DashNCrash";
public string FreezeThrowAbilityKey = "FreezeThrow";
public string VectorWallAbilityKey = "VectorWall";
public string TheExecutionerKey = "TheExecutioner";
List<Action> m_AllActions;

@ -0,0 +1,28 @@
using UnityEngine;
using Unity.BossRoom.Gameplay.GameplayObjects.Character;
using Unity.Netcode;
[CreateAssetMenu(menuName = "Abilities/TheExecutioner")]
public class TheExecutionerAbility : Ability
{
[Header("Executioner Settings")]
public float travelTime = 2f;
public float lineLength = 50f;
public override void Execute(ServerCharacter character, Vector3 startPoint, Vector3 direction)
{
Vector3 endPoint = startPoint + (direction * lineLength);
GameObject boxInstance = Instantiate(prefab, startPoint, Quaternion.LookRotation(direction));
if (boxInstance.TryGetComponent<NetworkObject>(out var netObj))
{
netObj.Spawn();
boxInstance.GetComponent<ExecutionerBox>().Initialize(
character,
startPoint,
endPoint,
travelTime
);
}
}
}

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 5fbc500f0c0786447b301227c4cc1555
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

@ -559,6 +559,16 @@ namespace Unity.BossRoom.Gameplay.UserInput
}
ActivateAbilityIfAllowed(GameDataSource.Instance.VectorWallAbilityKey);
}
if (Input.GetKeyDown(KeyCode.C)) // The Executioner
{
if (m_ServerCharacter.IsCrow)
{
m_UIMessageFeed.DisplayMessage("Ability not available for crow");
return;
}
ActivateAbilityIfAllowed(GameDataSource.Instance.TheExecutionerKey);
}
}
private void HandleSprint()
@ -611,21 +621,7 @@ namespace Unity.BossRoom.Gameplay.UserInput
Debug.Log("Cannot activate ability mode while swap mode is active.");
return;
}
// if (abilityKey == GameDataSource.Instance.DashNCrashAbilityKey && !m_ServerCharacter.IsCrow)
// {
// if (errorMessage != null)
// {
// m_UIMessageFeed.DisplayMessage(errorMessage);
// }
// Debug.Log("You must be the Crow to activate this ability.");
// return;
// }
// else
// {
// Debug.Log("abilitykey: " + abilityKey);
// }
m_UIMessageFeed.DisplayMessage("Activated Ability mode");
m_AbilitySystem.ActivateAbilityByKey(abilityKey);
}

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