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{fileID: 1677074424} + - {fileID: 733993260} m_Father: {fileID: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 0} diff --git a/Assets/Scenes/Startup.unity b/Assets/Scenes/Startup.unity index 9f6ba45e..c3bd8d7b 100644 --- a/Assets/Scenes/Startup.unity +++ b/Assets/Scenes/Startup.unity @@ -38,7 +38,7 @@ RenderSettings: m_ReflectionIntensity: 1 m_CustomReflection: {fileID: 0} m_Sun: {fileID: 0} - m_IndirectSpecularColor: {r: 0, g: 0, b: 0, a: 1} + m_IndirectSpecularColor: {r: 0.12731749, g: 0.13414757, b: 0.1210787, a: 1} m_UseRadianceAmbientProbe: 0 --- !u!157 &3 LightmapSettings: diff --git a/Assets/Scripts/Gameplay/DashNCrashAbility.cs b/Assets/Scripts/Gameplay/DashNCrashAbility.cs index c2116934..87bfb875 100644 --- a/Assets/Scripts/Gameplay/DashNCrashAbility.cs +++ b/Assets/Scripts/Gameplay/DashNCrashAbility.cs @@ -2,7 +2,6 @@ using System.Collections; using Unity.BossRoom.Gameplay.GameplayObjects.Character; using UnityEngine; using Unity.Netcode; -using Unity.Netcode.Components; [CreateAssetMenu(menuName = "Abilities/DashNCrash")] public class DashNCrashAbility : Ability @@ -11,35 +10,51 @@ public class DashNCrashAbility : Ability public float dashSpeed = 10f; public float dashDuration = 0.5f; - public override void Execute(ServerCharacter character, Vector3 targetPosition, Vector3 targetRotation) { Debug.Log($"Executing DashNCrash for character {character.OwnerClientId} at {targetPosition}."); - // Start the dash + // Start the dash movement character.Movement.StartDash(targetPosition, dashSpeed, dashDuration); - // Ensure the crowModel exists and has a NetworkAnimator0 - if (character.crowModel != null) + + // Ensure the crowModel exists and has an Animator + if (character.crowModel != null && character.crowModel.TryGetComponent(out var animator)) { - NetworkAnimator networkAnimator = character.crowModel.GetComponentInChildren(); - if (networkAnimator != null) - { - Debug.Log("Triggering Dive animation for crow model."); - networkAnimator.Animator.SetTrigger("Dive"); - } - else - { - Debug.LogError("NetworkAnimator component missing on crow model!"); - } + Debug.Log("Triggering Dive animation for crow model."); + TriggerDiveAnimationClientRpc(character.NetworkObjectId); } else { - Debug.LogError("Crow model is not assigned!"); + Debug.LogError("Crow model is not assigned or is missing an Animator component!"); } + // Delay spawning the slow zone until after the dash character.StartCoroutine(SpawnSlowZoneAfterDash(character, targetPosition)); } + /// + /// ClientRpc to trigger the Dive animation on all clients. + /// + [ClientRpc] + private void TriggerDiveAnimationClientRpc(ulong objectId) + { + if (!NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(objectId, out var netObj)) + { + Debug.LogError($"[Client] NetworkObject with ID {objectId} not found in SpawnedObjects."); + return; + } + + if (netObj.TryGetComponent(out var animator)) + { + animator.SetTrigger("Dive"); + Debug.Log($"[Client] Dive animation triggered for {netObj.name}"); + } + else + { + Debug.LogError($"[Client] Animator not found on {netObj.name}."); + } + } + private IEnumerator SpawnSlowZoneAfterDash(ServerCharacter character, Vector3 position) { yield return new WaitForSeconds(dashDuration + 0.25f); @@ -63,3 +78,70 @@ public class DashNCrashAbility : Ability } } } + + +//using System.Collections; +//using Unity.BossRoom.Gameplay.GameplayObjects.Character; +//using UnityEngine; +//using Unity.Netcode; +//using Unity.Netcode.Components; + +//[CreateAssetMenu(menuName = "Abilities/DashNCrash")] +//public class DashNCrashAbility : Ability +//{ +// [Header("Dash Settings")] +// public float dashSpeed = 10f; +// public float dashDuration = 0.5f; + + +// public override void Execute(ServerCharacter character, Vector3 targetPosition, Vector3 targetRotation) +// { +// Debug.Log($"Executing DashNCrash for character {character.OwnerClientId} at {targetPosition}."); + +// // Start the dash +// character.Movement.StartDash(targetPosition, dashSpeed, dashDuration); +// // Ensure the crowModel exists and has a NetworkAnimator0 +// if (character.crowModel != null) +// { +// NetworkAnimator networkAnimator = character.crowModel.GetComponent(); +// if (networkAnimator != null) +// { +// Debug.Log("Triggering Dive animation for crow model."); +// networkAnimator.SetTrigger("Dive"); +// } +// else +// { +// Debug.LogError("NetworkAnimator component missing on crow model!"); +// } +// } +// else +// { +// Debug.LogError("Crow model is not assigned!"); +// } +// // Delay spawning the slow zone until after the dash +// character.StartCoroutine(SpawnSlowZoneAfterDash(character, targetPosition)); +// } + +// private IEnumerator SpawnSlowZoneAfterDash(ServerCharacter character, Vector3 position) +// { +// yield return new WaitForSeconds(dashDuration + 0.25f); + +// // Spawn the slow zone prefab at the dash's end position +// var prefab = GetPrefab(); +// if (prefab != null) +// { +// GameObject instance = Instantiate(prefab, character.transform.position, Quaternion.identity); +// var networkObject = instance.GetComponent(); + +// if (networkObject != null) +// { +// networkObject.Spawn(); +// Debug.Log($"Slow Zone spawned at {position}."); +// } +// else +// { +// Debug.LogError("Slow Zone prefab must have a NetworkObject component."); +// } +// } +// } +//} diff --git a/Assets/Scripts/Gameplay/ExecutionerBox.cs b/Assets/Scripts/Gameplay/ExecutionerBox.cs index c0ce622e..fd7d1823 100644 --- a/Assets/Scripts/Gameplay/ExecutionerBox.cs +++ b/Assets/Scripts/Gameplay/ExecutionerBox.cs @@ -75,7 +75,7 @@ public class ExecutionerBox : NetworkBehaviour if (other.TryGetComponent(out var victim)) { ulong ownerId = _owner.OwnerClientId; - + victim.CameraShaker(); // Handle score changes ScoreManager.Instance.AddPlayerScore(ownerId, 10,Color.yellow); // Add to owner ScoreManager.Instance.SubtractPlayerScore(victim.OwnerClientId, 10,new Color(1,0.647f,0,1)); // Subtract from victim diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/CinemachineShake.cs b/Assets/Scripts/Gameplay/GameplayObjects/Character/CinemachineShake.cs new file mode 100644 index 00000000..7fdeff42 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/CinemachineShake.cs @@ -0,0 +1,56 @@ +using UnityEngine; +using System.Collections; +using Cinemachine; +public class CinemachineShake : MonoBehaviour +{ + public static CinemachineShake Instance { get; private set; } + private CinemachineFreeLook freeLookCamera; + private Coroutine shakeCoroutine; + + private void Awake() + { + if (Instance == null) + { + Instance = this; + } + else + { + Destroy(gameObject); + } + + freeLookCamera = GetComponent(); + + if (freeLookCamera == null) + { + Debug.LogError("[FreeLookCameraShake] No Cinemachine FreeLook Camera found!"); + } + } + + public void Shake(float duration = 0.3f, float magnitude = 0.2f) + { + if (shakeCoroutine != null) + { + StopCoroutine(shakeCoroutine); + } + shakeCoroutine = StartCoroutine(ShakeRoutine(duration, magnitude)); + } + + private IEnumerator ShakeRoutine(float duration, float magnitude) + { + float elapsed = 0f; + float originalX = freeLookCamera.m_XAxis.Value; + float originalY = freeLookCamera.m_YAxis.Value; + + while (elapsed < duration) + { + freeLookCamera.m_XAxis.Value = originalX + Random.Range(-magnitude, magnitude); + freeLookCamera.m_YAxis.Value = originalY + Random.Range(-magnitude, magnitude); + + elapsed += Time.deltaTime; + yield return null; + } + + freeLookCamera.m_XAxis.Value = originalX; // Reset horizontal shake + freeLookCamera.m_YAxis.Value = originalY; // Reset vertical shake + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/CinemachineShake.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/Character/CinemachineShake.cs.meta new file mode 100644 index 00000000..9b15a934 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/CinemachineShake.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a090d81c65001304d94c78781406d1c9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/EdgePanningController.cs b/Assets/Scripts/Gameplay/GameplayObjects/Character/EdgePanningController.cs new file mode 100644 index 00000000..854cd242 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/EdgePanningController.cs @@ -0,0 +1,123 @@ +using UnityEngine; +using Cinemachine; +using System.Collections; + +public class EdgePanningController : MonoBehaviour +{ + public CinemachineFreeLook virtualCamera; + private CinemachineCameraOffset cameraOffset; + + public float edgeThreshold = 50f; // Edge detection distance + public float panSpeed = 0.1f; // How much to offset per frame + + private Vector3 defaultOffset; + private Coroutine shakeCoroutine; + + private void Start() + { + cameraOffset = virtualCamera.GetComponent(); + if (cameraOffset == null) + { + Debug.LogError("[EdgePanningController] No CinemachineCameraOffset component found! Add it to the FreeLook Camera."); + return; + } + + defaultOffset = cameraOffset.m_Offset; // Store default offset + } + + private void Update() + { + HandleEdgePanning(); + } + + private void HandleEdgePanning() + { + Vector3 newOffset = defaultOffset; + Vector3 mousePos = Input.mousePosition; + + float screenWidth = Screen.width; + float screenHeight = Screen.height; + + // Left Edge + if (mousePos.x <= edgeThreshold) newOffset.x -= panSpeed; + // Right Edge + if (mousePos.x >= screenWidth - edgeThreshold) newOffset.x += panSpeed; + // Bottom Edge + if (mousePos.y <= edgeThreshold) newOffset.y -= panSpeed; + // Top Edge + if (mousePos.y >= screenHeight - edgeThreshold) newOffset.y += panSpeed; + + // Smooth transition + cameraOffset.m_Offset = Vector3.Lerp(cameraOffset.m_Offset, newOffset, Time.deltaTime * 3f); + } + + public void ShakeCamera(float duration = 0.3f, float magnitude = 0.2f) + { + if (shakeCoroutine != null) + { + StopCoroutine(shakeCoroutine); + } + shakeCoroutine = StartCoroutine(ShakeRoutine(duration, magnitude)); + } + + private IEnumerator ShakeRoutine(float duration, float magnitude) + { + float elapsed = 0f; + Vector3 originalOffset = defaultOffset; + + while (elapsed < duration) + { + float x = Random.Range(-1f, 1f) * magnitude; + float y = Random.Range(-1f, 1f) * magnitude; + float z = Random.Range(-1f, 1f) * magnitude; + + cameraOffset.m_Offset = originalOffset + new Vector3(x, y, z); + elapsed += Time.deltaTime; + yield return null; + } + + cameraOffset.m_Offset = originalOffset; // Reset to default offset + } +} + + +//using UnityEngine; +//using Cinemachine; + +//public class EdgePanningController: MonoBehaviour +//{ +// public CinemachineFreeLook virtualCamera; +// private CinemachineCameraOffset cameraOffset; + +// public float edgeThreshold = 50f; // Edge detection distance +// public float panSpeed = 0.1f; // How much to offset per frame + +// private Vector3 defaultOffset; + +// private void Start() +// { +// cameraOffset = virtualCamera.GetComponent(); +// defaultOffset = cameraOffset.m_Offset; // Store default offset +// } + +// private void Update() +// { +// Vector3 newOffset = defaultOffset; +// Vector3 mousePos = Input.mousePosition; + +// float screenWidth = Screen.width; +// float screenHeight = Screen.height; + +// // Left Edge +// if (mousePos.x <= edgeThreshold) newOffset.x -= panSpeed; +// // Right Edge +// if (mousePos.x >= screenWidth - edgeThreshold) newOffset.x += panSpeed; +// // Bottom Edge +// if (mousePos.y <= edgeThreshold) newOffset.y -= panSpeed; +// // Top Edge +// if (mousePos.y >= screenHeight - edgeThreshold) newOffset.y += panSpeed; + +// // Smooth transition +// cameraOffset.m_Offset = Vector3.Lerp(cameraOffset.m_Offset, newOffset, Time.deltaTime * 3f); +// } +//} diff --git a/Assets/EdgePanningController.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/Character/EdgePanningController.cs.meta similarity index 100% rename from Assets/EdgePanningController.cs.meta rename to Assets/Scripts/Gameplay/GameplayObjects/Character/EdgePanningController.cs.meta diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/ScreenHit.cs b/Assets/Scripts/Gameplay/GameplayObjects/Character/ScreenHit.cs new file mode 100644 index 00000000..a079c1ff --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/ScreenHit.cs @@ -0,0 +1,75 @@ +using UnityEngine; +using UnityEngine.UI; +using System.Collections; + +public class ScreenHit : MonoBehaviour +{ + public static ScreenHit Instance { get; private set; } // Singleton instance + + private Image hitImage; + private Coroutine fadeCoroutine; + public float fadeDuration = 0.3f; // Time to fade in and out + + private void Awake() + { + if (Instance == null) + { + Instance = this; + } + else + { + Destroy(gameObject); + return; + } + + hitImage = GetComponent(); + + if (hitImage == null) + { + Debug.LogError("[ScreenHit] No Image component found! Make sure it's attached to a UI Image."); + } + + // Start fully transparent + Color color = hitImage.color; + color.a = 0; + hitImage.color = color; + } + + public void ShowHitEffect() + { + if (fadeCoroutine != null) + { + StopCoroutine(fadeCoroutine); + } + fadeCoroutine = StartCoroutine(FadeEffect()); + } + + private IEnumerator FadeEffect() + { + float halfDuration = fadeDuration / 2f; + Color color = hitImage.color; + + // Fade in + float elapsed = 0f; + while (elapsed < halfDuration) + { + color.a = Mathf.Lerp(0, 1, elapsed / halfDuration); + hitImage.color = color; + elapsed += Time.deltaTime; + yield return null; + } + + // Fade out + elapsed = 0f; + while (elapsed < halfDuration) + { + color.a = Mathf.Lerp(1, 0, elapsed / halfDuration); + hitImage.color = color; + elapsed += Time.deltaTime; + yield return null; + } + + color.a = 0; // Fully transparent + hitImage.color = color; + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/ScreenHit.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/Character/ScreenHit.cs.meta new file mode 100644 index 00000000..2e4906dc --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/ScreenHit.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7c90604c00a8a6a468ca644094c69dd5 +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 9cfdbf79..cc4a668c 100644 --- a/Assets/Scripts/Gameplay/GameplayObjects/Character/ServerCharacter.cs +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/ServerCharacter.cs @@ -1,3 +1,4 @@ +using DG.Tweening; using System.Collections; using System.Collections.Generic; using Unity.BossRoom.ConnectionManagement; @@ -355,11 +356,15 @@ namespace Unity.BossRoom.Gameplay.GameplayObjects.Character { StartCoroutine(FreezeCoroutine(duration)); } - + public void CameraShaker() + { + TriggerCameraShakeClientRpc(OwnerClientId); + } private IEnumerator FreezeCoroutine(float duration) { Debug.Log($"{name} is frozen for {duration} seconds!"); Movement.SetSpeedModifier(0f); // Disable movement + CameraShaker(); IceEffectStarterClientRpc(); yield return new WaitForSeconds(duration); IceEffectStopperClientRpc(); @@ -424,7 +429,7 @@ namespace Unity.BossRoom.Gameplay.GameplayObjects.Character { Vector3 senderPos = senderChar.transform.position; Vector3 receiverPos = transform.position; - OnSwapRequested(senderId,OwnerClientId,senderPos,receiverPos); + OnSwapRequested(senderId, OwnerClientId, senderPos, receiverPos); CrowManager.Instance.NotifyForesightSwap(senderChar.OwnerClientId, OwnerClientId, senderPos, receiverPos); } } @@ -713,9 +718,66 @@ namespace Unity.BossRoom.Gameplay.GameplayObjects.Character /// /// Person dishing out this damage/healing. Can be null. /// The HP to receive. Positive value is healing. Negative is damage. + // void ReceiveHP(ServerCharacter inflicter, int HP) + // { + // Debug.Log("ReceiveHP"); + // //to our own effects, and modify the damage or healing as appropriate. But in this game, we just take it straight. + // if (HP > 0) + // { + // m_ServerActionPlayer.OnGameplayActivity(Action.GameplayActivity.Healed); + // float healingMod = m_ServerActionPlayer.GetBuffedValue(Action.BuffableValue.PercentHealingReceived); + // HP = (int)(HP * healingMod); + // } + // else + // { + //#if UNITY_EDITOR || DEVELOPMENT_BUILD + // // Don't apply damage if god mode is on + // if (NetLifeState.IsGodMode.Value) + // { + // return; + // } + //#endif + + // m_ServerActionPlayer.OnGameplayActivity(Action.GameplayActivity.AttackedByEnemy); + // float damageMod = m_ServerActionPlayer.GetBuffedValue(Action.BuffableValue.PercentDamageReceived); + // HP = (int)(HP * damageMod); + + // serverAnimationHandler.NetworkAnimator.SetTrigger("HitReact1"); + // } + + // HitPoints = Mathf.Clamp(HitPoints + HP, 0, CharacterClass.BaseHP.Value); + + // if (m_AIBrain != null) + // { + // //let the brain know about the modified amount of damage we received. + // m_AIBrain.ReceiveHP(inflicter, HP); + // } + + // //we can't currently heal a dead character back to Alive state. + // //that's handled by a separate function. + // if (HitPoints <= 0) + // { + // if (IsNpc) + // { + // if (m_KilledDestroyDelaySeconds >= 0.0f && LifeState != LifeState.Dead) + // { + // StartCoroutine(KilledDestroyProcess()); + // } + + // LifeState = LifeState.Dead; + // } + // else + // { + // LifeState = LifeState.Fainted; + // } + + // m_ServerActionPlayer.ClearActions(false); + // } + // } void ReceiveHP(ServerCharacter inflicter, int HP) { - //to our own effects, and modify the damage or healing as appropriate. But in this game, we just take it straight. + Debug.Log("ReceiveHP"); + if (HP > 0) { m_ServerActionPlayer.OnGameplayActivity(Action.GameplayActivity.Healed); @@ -725,11 +787,7 @@ namespace Unity.BossRoom.Gameplay.GameplayObjects.Character else { #if UNITY_EDITOR || DEVELOPMENT_BUILD - // Don't apply damage if god mode is on - if (NetLifeState.IsGodMode.Value) - { - return; - } + if (NetLifeState.IsGodMode.Value) return; // Ignore damage in God Mode #endif m_ServerActionPlayer.OnGameplayActivity(Action.GameplayActivity.AttackedByEnemy); @@ -737,18 +795,20 @@ namespace Unity.BossRoom.Gameplay.GameplayObjects.Character HP = (int)(HP * damageMod); serverAnimationHandler.NetworkAnimator.SetTrigger("HitReact1"); + + // ** Trigger Camera Shake on the client that got hit ** + CameraShaker(); + + //TriggerCameraShakeClientRpc(OwnerClientId); } HitPoints = Mathf.Clamp(HitPoints + HP, 0, CharacterClass.BaseHP.Value); if (m_AIBrain != null) { - //let the brain know about the modified amount of damage we received. m_AIBrain.ReceiveHP(inflicter, HP); } - //we can't currently heal a dead character back to Alive state. - //that's handled by a separate function. if (HitPoints <= 0) { if (IsNpc) @@ -757,17 +817,41 @@ namespace Unity.BossRoom.Gameplay.GameplayObjects.Character { StartCoroutine(KilledDestroyProcess()); } - LifeState = LifeState.Dead; } else { LifeState = LifeState.Fainted; } - m_ServerActionPlayer.ClearActions(false); } } + EdgePanningController m_edgePanningController; + [ClientRpc] + private void TriggerCameraShakeClientRpc(ulong clientId) + { + if (NetworkManager.Singleton.LocalClientId == clientId) + { + ScreenHit.Instance?.ShowHitEffect(); + if(m_edgePanningController==null) + { + m_edgePanningController=FindObjectOfType(); + } + else + { + m_edgePanningController.ShakeCamera(0.5f, 0.3f); + } + } + } + + //[ClientRpc] + //private void TriggerCameraShakeClientRpc(ulong clientId) + //{ + // if (NetworkManager.Singleton.LocalClientId == clientId) + // { + // CinemachineShake.Instance?.Shake(0.5f, 0.3f); + // } + //} /// /// Determines a gameplay variable for this character. The value is determined diff --git a/Assets/Scripts/Gameplay/GameplayObjects/DamageReceiver.cs b/Assets/Scripts/Gameplay/GameplayObjects/DamageReceiver.cs index cc4e95c6..45b70228 100644 --- a/Assets/Scripts/Gameplay/GameplayObjects/DamageReceiver.cs +++ b/Assets/Scripts/Gameplay/GameplayObjects/DamageReceiver.cs @@ -29,7 +29,9 @@ namespace Unity.BossRoom.Gameplay.GameplayObjects public bool IsDamageable() { - return m_NetworkLifeState.LifeState.Value == LifeState.Alive; + //AliSharoz + //return m_NetworkLifeState.LifeState.Value == LifeState.Alive; + return true; } void OnCollisionEnter(Collision other) diff --git a/Assets/Scripts/Gameplay/Unity.BossRoom.Gameplay.asmdef b/Assets/Scripts/Gameplay/Unity.BossRoom.Gameplay.asmdef index 8987372d..e930a648 100644 --- a/Assets/Scripts/Gameplay/Unity.BossRoom.Gameplay.asmdef +++ b/Assets/Scripts/Gameplay/Unity.BossRoom.Gameplay.asmdef @@ -22,7 +22,8 @@ "VContainer", "Unity.BossRoom.VisualEffects", "Unity.BossRoom.CameraUtils", - "Unity.Multiplayer.Tools.NetworkSimulator.Runtime" + "Unity.Multiplayer.Tools.NetworkSimulator.Runtime", + "Cinemachine" ], "includePlatforms": [], "excludePlatforms": [], @@ -33,4 +34,4 @@ "defineConstraints": [], "versionDefines": [], "noEngineReferences": false -} \ No newline at end of file +} diff --git a/Assets/StaminaUI.cs b/Assets/StaminaUI.cs new file mode 100644 index 00000000..961b67b4 --- /dev/null +++ b/Assets/StaminaUI.cs @@ -0,0 +1,45 @@ +using UnityEngine; +using UnityEngine.UI; +using Unity.Netcode; + +public class StaminaUI : MonoBehaviour +{ + private StaminaManager localStaminaManager; + private Image staminaBar; + + private void Start() + { + staminaBar = GetComponent(); + + if (staminaBar == null) + { + Debug.LogError("[StaminaUI] No Image component found on this GameObject!"); + return; + } + + // Wait for the player to be assigned + InvokeRepeating(nameof(FindLocalPlayerStaminaManager), 0f, 1f); + } + + private void FindLocalPlayerStaminaManager() + { + foreach (var player in FindObjectsOfType()) + { + if (player.TryGetComponent(out var networkObject) && networkObject.IsOwner) + { + localStaminaManager = player; + CancelInvoke(nameof(FindLocalPlayerStaminaManager)); // Stop checking once found + Debug.Log("[StaminaUI] Found local player's StaminaManager."); + break; + } + } + } + + private void Update() + { + if (localStaminaManager != null && staminaBar != null) + { + staminaBar.fillAmount = localStaminaManager.CurrentStamina / localStaminaManager.MaxStamina; + } + } +} diff --git a/Assets/StaminaUI.cs.meta b/Assets/StaminaUI.cs.meta new file mode 100644 index 00000000..c5888406 --- /dev/null +++ b/Assets/StaminaUI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c0ee75241fb7875418243e23770f9480 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index e43db644..700c841f 100644 --- a/ProjectSettings/ProjectSettings.asset +++ b/ProjectSettings/ProjectSettings.asset @@ -874,7 +874,7 @@ PlayerSettings: PS5: UNITY_POST_PROCESSING_STACK_V2;DOTWEEN QNX: UNITY_POST_PROCESSING_STACK_V2;DOTWEEN Stadia: UNITY_POST_PROCESSING_STACK_V2;DOTWEEN - Standalone: UNITY_POST_PROCESSING_STACK_V2;ENABLE_RELAY_SERVICE;DOTWEEN + Standalone: UNITY_POST_PROCESSING_STACK_V2;ENABLE_RELAY_SERVICE;DOTWEEN;CINEMACHINE_INSTALLED VisionOS: UNITY_POST_PROCESSING_STACK_V2;DOTWEEN WebGL: UNITY_POST_PROCESSING_STACK_V2;DOTWEEN Windows Store Apps: UNITY_POST_PROCESSING_STACK_V2;DOTWEEN