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+ public float abilityRadius; + public float abilityDuration; + public float abilityMagnitude; public void ActivateAbility(GameObject owner) { Activate(owner); } protected abstract void Activate(GameObject owner); // Logic for the specific ability + + + public abstract void OnDrawAbilityGizmos(Vector3 pos); } diff --git a/Assets/Scripts/Gameplay/AbilitySystem.cs b/Assets/Scripts/Gameplay/AbilitySystem.cs index 9368df1..5509277 100644 --- a/Assets/Scripts/Gameplay/AbilitySystem.cs +++ b/Assets/Scripts/Gameplay/AbilitySystem.cs @@ -11,12 +11,17 @@ public class AbilitySystem : MonoBehaviour private bool isAbilityActive = false; private HashSet abilitiesOnCooldown = new HashSet(); - + [SerializeField] private GameObject currentAbilityIndicator; void Update() { - if (isAbilityActive && Input.GetMouseButtonDown(0)) + if (isAbilityActive) { - UseActiveAbility(); + UpdateIndicatorPosition(); + + if (Input.GetMouseButtonDown(0)) + { + UseActiveAbility(); + } } } @@ -43,6 +48,11 @@ public class AbilitySystem : MonoBehaviour Debug.LogWarning($"No ability assigned to key {key}."); } + public bool IsAbilityModeActive() + { + return isAbilityActive; // Returns true if an ability mode is currently active + } + private void ToggleAbilityMode(Ability ability) { if (isAbilityActive && activeAbility == ability) @@ -59,6 +69,7 @@ public class AbilitySystem : MonoBehaviour { isAbilityActive = true; activeAbility = ability; + currentAbilityIndicator.SetActive(true); Debug.Log($"Ability {ability.abilityName} activated! Click to use."); } @@ -66,6 +77,7 @@ public class AbilitySystem : MonoBehaviour { isAbilityActive = false; activeAbility = null; + currentAbilityIndicator.SetActive(false); Debug.Log("Ability mode deactivated."); } @@ -92,4 +104,30 @@ public class AbilitySystem : MonoBehaviour abilitiesOnCooldown.Remove(ability); Debug.Log($"{ability.abilityName} is off cooldown."); } + + + private void UpdateIndicatorPosition() + { + // Raycast to get the position of the cursor on the ground + Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); + if (Physics.Raycast(ray, out RaycastHit hit)) + { + currentAbilityIndicator.transform.position = hit.point; + currentAbilityIndicator.transform.localScale = Vector3.one * activeAbility.abilityRadius; // Replace cooldownTime with your ability range if needed + + } + } + + // private void OnDrawGizmos() + // { + // if (isAbilityActive && activeAbility is SlowZoneAbility slowZoneAbility) + // { + // // Draw the gizmo at the mouse position + // Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); + // if (Physics.Raycast(ray, out RaycastHit hit)) + // { + // slowZoneAbility.OnDrawAbilityGizmos(hit.point); + // } + // } + // } } diff --git a/Assets/Scripts/Gameplay/SlowZoneAbility.cs b/Assets/Scripts/Gameplay/SlowZoneAbility.cs index f8fa86f..8f1c6a7 100644 --- a/Assets/Scripts/Gameplay/SlowZoneAbility.cs +++ b/Assets/Scripts/Gameplay/SlowZoneAbility.cs @@ -30,6 +30,14 @@ public class SlowZoneAbility : Ability { GameObject slowZone = Instantiate(slowZonePrefab, position, Quaternion.identity); slowZone.GetComponent().Spawn(); + slowZone.GetComponent().Ability = this; Debug.Log($"Slow Zone spawned at {position}."); } + + + public override void OnDrawAbilityGizmos(Vector3 pos) + { + Gizmos.color = new Color(0f, 0.5f, 1f, 0.2f); // Light blue with transparency + Gizmos.DrawSphere(pos, abilityRadius); + } } diff --git a/Assets/Scripts/Gameplay/SlowZonePrefab.cs b/Assets/Scripts/Gameplay/SlowZonePrefab.cs index 06edb56..528c1b2 100644 --- a/Assets/Scripts/Gameplay/SlowZonePrefab.cs +++ b/Assets/Scripts/Gameplay/SlowZonePrefab.cs @@ -8,9 +8,7 @@ using UnityEngine.AI; public class SlowZonePrefab : NetworkBehaviour { [Header("Slow Zone Settings")] - public float zoneRadius = 5f; // Radius of the slow zone - public float slowDuration = 3f; // Duration of the slow effect - + public Ability Ability; private void Start() { // Start the process to slow down players when the zone is spawned @@ -23,7 +21,7 @@ public class SlowZonePrefab : NetworkBehaviour ApplySlowToPlayers(); // Optionally, repeat the check while the zone exists - yield return new WaitForSeconds(slowDuration); + yield return new WaitForSeconds(Ability.abilityDuration); // Destroy the zone after applying the slow effect Destroy(gameObject); @@ -32,7 +30,7 @@ public class SlowZonePrefab : NetworkBehaviour private void ApplySlowToPlayers() { // Find all colliders in the zone - Collider[] hitColliders = Physics.OverlapSphere(transform.position, zoneRadius); + Collider[] hitColliders = Physics.OverlapSphere(transform.position, Ability.abilityRadius); foreach (var collider in hitColliders) { if (collider.TryGetComponent(out var player)) @@ -51,11 +49,10 @@ public class SlowZonePrefab : NetworkBehaviour private IEnumerator SlowPlayer(ServerCharacter player) { // Halve the player's movement speed - player.Movement.SetSpeedModifier(0.2f); - // player.Movement.SetMovementSpeed(originalSpeed * slowMultiplier); + player.Movement.SetSpeedModifier(Ability.abilityMagnitude); // Wait for the slow duration - yield return new WaitForSeconds(slowDuration); + yield return new WaitForSeconds(Ability.abilityDuration); // Restore the original speed player.Movement.ResetSpeedModifier(); @@ -67,6 +64,6 @@ public class SlowZonePrefab : NetworkBehaviour private void OnDrawGizmos() { Gizmos.color = Color.cyan; - Gizmos.DrawWireSphere(transform.position, zoneRadius); + Gizmos.DrawWireSphere(transform.position, Ability.abilityRadius); } } diff --git a/Assets/Scripts/Gameplay/UserInput/ClientInputSender.cs b/Assets/Scripts/Gameplay/UserInput/ClientInputSender.cs index 8327754..b5a096b 100644 --- a/Assets/Scripts/Gameplay/UserInput/ClientInputSender.cs +++ b/Assets/Scripts/Gameplay/UserInput/ClientInputSender.cs @@ -477,6 +477,20 @@ namespace Unity.BossRoom.Gameplay.UserInput void Update() { + + if (Input.GetKeyDown(KeyCode.Q)) + { + if (m_ServerCharacter.IsCrow) // Ensure only the crow can activate the ability + { + m_AbilitySystem.ActivateAbilityByKey(GameDataSource.Instance.SlowDownAbilityKey); + } + else + { + Debug.Log("You must be the Crow to activate this ability."); + } + } + + if (m_AbilitySystem.IsAbilityModeActive()) return; if (Input.GetKeyDown(KeyCode.Alpha1) && CharacterClass.Skill1) { RequestAction(actionState1.actionID, SkillTriggerStyle.Keyboard); @@ -518,17 +532,7 @@ namespace Unity.BossRoom.Gameplay.UserInput { RequestAction(GameDataSource.Instance.Emote4ActionPrototype.ActionID, SkillTriggerStyle.Keyboard); } - if (Input.GetKeyDown(KeyCode.Q)) - { - if (m_ServerCharacter.IsCrow) // Ensure only the crow can activate the ability - { - m_AbilitySystem.ActivateAbilityByKey(GameDataSource.Instance.SlowDownAbilityKey); - } - else - { - Debug.Log("You must be the Crow to activate this ability."); - } - } + if (!EventSystem.current.IsPointerOverGameObject() && m_CurrentSkillInput == null) { //IsPointerOverGameObject() is a simple way to determine if the mouse is over a UI element. If it is, we don't perform mouse input logic,