CoolDown timer fixed and WarningPanel UI
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9633a7ae18
commit
a15f6d6b34
@ -1,46 +1,66 @@
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.UI;
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namespace Unity.Multiplayer.Samples.BossRoom
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namespace Unity.Multiplayer.Samples.BossRoom
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{
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{
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public class AbilityUI : MonoBehaviour
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public class AbilityUI : MonoBehaviour
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{
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{
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public string key;
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public string key;
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public Image CoolDownImg;
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public Image CoolDownImg;
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public GameObject CoolDownImgParent;
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public GameObject CoolDownImgParent;
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public IEnumerator StopWatchRoutine;
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private Coroutine stopWatchRoutine;
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private bool isCooldownActive = false;
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public void StopWatchFiller(float coolDownTime)
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public void StopWatchFiller(float coolDownTime)
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{
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{
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if (StopWatchRoutine == null)
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if (stopWatchRoutine != null)
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{
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StopWatchRoutine = StopWatchFillerRoutine(coolDownTime);
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StartCoroutine(StopWatchRoutine);
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}
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else
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{
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{
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StopCoroutine(StopWatchRoutine);
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StopCoroutine(stopWatchRoutine);
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StopWatchRoutine = StopWatchFillerRoutine(coolDownTime);
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StartCoroutine(StopWatchRoutine);
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}
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}
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stopWatchRoutine = StartCoroutine(StopWatchFillerRoutine(coolDownTime));
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}
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}
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public IEnumerator StopWatchFillerRoutine(float coolDownTime)
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private IEnumerator StopWatchFillerRoutine(float coolDownTime)
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{
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{
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float factor = coolDownTime;
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isCooldownActive = true;
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CoolDownImgParent.SetActive(true);
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CoolDownImgParent.SetActive(true);
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// CoolDownImg.gameObject.SetActive(true);
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CoolDownImg.fillAmount = 1;
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CoolDownImg.fillAmount = 1;
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while (coolDownTime > 0)
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float elapsedTime = 0;
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while (elapsedTime < coolDownTime)
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{
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// Check if cooldown is still active before updating UI
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if (!isCooldownActive)
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{
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CoolDownImgParent.SetActive(false);
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yield break;
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}
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elapsedTime += Time.deltaTime;
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CoolDownImg.fillAmount = 1 - (elapsedTime / coolDownTime);
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yield return null;
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}
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CoolDownImgParent.SetActive(false);
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isCooldownActive = false;
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stopWatchRoutine = null;
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}
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/// <summary>
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/// Cancels cooldown UI immediately if the ability is available before the countdown ends.
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/// </summary>
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public void CancelCooldownUI()
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{
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if (stopWatchRoutine != null)
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{
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{
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coolDownTime -= Time.deltaTime;
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StopCoroutine(stopWatchRoutine);
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CoolDownImg.fillAmount = coolDownTime / factor;
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stopWatchRoutine = null;
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yield return new WaitForSeconds(Time.deltaTime);
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}
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}
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CoolDownImgParent.SetActive(false);
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CoolDownImgParent.SetActive(false);
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// CoolDownImg.gameObject.SetActive(false);
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isCooldownActive = false;
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StopWatchRoutine = null;
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}
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}
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}
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}
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}
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}
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@ -0,0 +1,44 @@
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using Unity.Netcode;
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using UnityEngine;
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using System.Collections;
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public class WarningPanel : NetworkBehaviour
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{
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public static WarningPanel Instance { get; private set; }
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[SerializeField] private GameObject panel;
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private void Awake()
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{
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if (Instance == null)
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{
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Instance = this;
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}
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else
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{
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Destroy(gameObject);
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}
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}
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public void ShowPanelForTime(float seconds)
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{
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if (IsServer) // Only the server should trigger this
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{
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ShowPanelClientRpc(seconds);
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}
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}
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[ClientRpc]
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private void ShowPanelClientRpc(float seconds)
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{
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panel.SetActive(true);
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StartCoroutine(HidePanelAfterTime(seconds));
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}
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private IEnumerator HidePanelAfterTime(float seconds)
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{
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yield return new WaitForSeconds(seconds);
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panel.SetActive(false);
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 725a3a3076d96f54f8ffcb254140c646
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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