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dev-hazimB
Author | SHA1 | Date |
---|---|---|
Hazim Bin Ijaz | 5a8bda68ea | 3 weeks ago |
Hazim Bin Ijaz | bab271e4b3 | 3 weeks ago |
Hazim Bin Ijaz | 0f36b90290 | 3 weeks ago |
Hazim Bin Ijaz | 8f0a623ed5 | 3 weeks ago |
Hazim Bin Ijaz | 8d3809fc1d | 4 weeks ago |
Hazim Bin Ijaz | 71bc52f824 | 4 weeks ago |
@ -1,28 +1,29 @@
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using Unity.BossRoom.Gameplay.GameplayObjects.Character;
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using UnityEngine;
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public abstract class Ability : ScriptableObject
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{
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[Header("Ability Settings")]
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public string abilityName;
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public string abilityKey;
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public KeyCode keybind; // Key to activate the ability
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public float cooldownTime; // Cooldown duration in seconds
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public string abilityName;
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[Header("Common Ability Settings")]
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public float abilityRadius;
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public float abilityDuration;
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public float abilityMagnitude;
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public float abilityDuration;
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public float abilityCooldownTime;
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[Header("Ability Prefab")]
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public GameObject prefab;
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[SerializeField]
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private GameObject abilityPrefab; // Prefab associated with this ability
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/// <summary>
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/// Executes the ability's specific behavior.
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/// </summary>
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public abstract void Execute(ServerCharacter character, Vector3 targetPosition);
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/// <summary>
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/// Retrieves the prefab associated with this ability.
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/// </summary>
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public GameObject GetPrefab()
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{
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return abilityPrefab;
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return prefab;
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}
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public void ActivateAbility(GameObject owner)
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{
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Activate(owner);
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}
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protected abstract void Activate(GameObject owner); // Logic for the specific ability
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}
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}
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@ -0,0 +1,47 @@
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using System.Collections;
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using Unity.BossRoom.Gameplay.GameplayObjects.Character;
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using UnityEngine;
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using Unity.Netcode;
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[CreateAssetMenu(menuName = "Abilities/DashNCrash")]
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public class DashNCrashAbility : Ability
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{
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[Header("Dash Settings")]
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public float dashSpeed = 10f;
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public float dashDuration = 0.5f;
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public override void Execute(ServerCharacter character, Vector3 targetPosition)
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{
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Debug.Log($"Executing DashNCrash for character {character.OwnerClientId} at {targetPosition}.");
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// Start the dash
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character.Movement.StartDash(targetPosition, dashSpeed, dashDuration);
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// Delay spawning the slow zone until after the dash
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character.StartCoroutine(SpawnSlowZoneAfterDash(character, targetPosition));
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}
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private IEnumerator SpawnSlowZoneAfterDash(ServerCharacter character, Vector3 position)
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{
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yield return new WaitForSeconds(dashDuration + 0.25f);
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// Spawn the slow zone prefab at the dash's end position
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var prefab = GetPrefab();
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if (prefab != null)
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{
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GameObject instance = Instantiate(prefab, character.transform.position, Quaternion.identity);
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var networkObject = instance.GetComponent<NetworkObject>();
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if (networkObject != null)
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{
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networkObject.Spawn();
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Debug.Log($"Slow Zone spawned at {position}.");
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}
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else
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{
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Debug.LogError("Slow Zone prefab must have a NetworkObject component.");
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}
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}
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}
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}
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@ -0,0 +1,101 @@
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using System.Collections;
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using System.Collections.Generic;
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using Unity.BossRoom.Gameplay.GameplayObjects.Character;
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using Unity.Netcode;
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using UnityEngine;
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[RequireComponent(typeof(SphereCollider))]
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public class DashNCrashPrefab : NetworkBehaviour
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{
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[Header("Slow Zone Settings")]
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public Ability Ability;
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public GameObject visualEffectPrefab; // Prefab for visualizing the area
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private HashSet<ServerCharacter> affectedPlayers = new HashSet<ServerCharacter>();
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private SphereCollider zoneCollider;
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private GameObject visualEffectInstance;
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private void Start()
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{
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zoneCollider = GetComponent<SphereCollider>();
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// Spawn the visual effect
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if (visualEffectPrefab)
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{
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visualEffectInstance = Instantiate(visualEffectPrefab, transform.position, Quaternion.identity);
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visualEffectInstance.transform.localScale = Vector3.one * Ability.abilityRadius * 2f; // Adjust scale to match the radius
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}
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// Automatically destroy after the ability duration
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StartCoroutine(DelayedDestroy());
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}
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private void OnTriggerEnter(Collider other)
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{
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if (other.TryGetComponent<ServerCharacter>(out var player))
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{
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if (!player.IsCrow && affectedPlayers.Add(player)) // Only affect non-crow players
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{
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player.Movement.SetSpeedModifier(Ability.abilityMagnitude);
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Debug.Log($"{player.name} entered the slow zone. Speed reduced.");
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}
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}
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}
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private void OnTriggerExit(Collider other)
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{
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if (other.TryGetComponent<ServerCharacter>(out var player))
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{
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if (affectedPlayers.Remove(player))
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{
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player.Movement.ResetSpeedModifier();
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Debug.Log($"{player.name} exited the slow zone. Speed restored.");
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}
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}
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}
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private void OnDestroy()
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{
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// Restore speed for all players when the zone is destroyed
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foreach (var player in affectedPlayers)
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{
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player.Movement.ResetSpeedModifier();
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Debug.Log($"{player.name}'s speed restored due to slow zone destruction.");
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}
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affectedPlayers.Clear();
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// Destroy the visual effect
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if (visualEffectInstance)
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{
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Destroy(visualEffectInstance);
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}
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}
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private IEnumerator DelayedDestroy()
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{
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yield return new WaitForSeconds(Ability.abilityDuration);
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if (IsServer)
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{
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DespawnZone();
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}
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}
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private void DespawnZone()
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{
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if (IsServer)
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{
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var networkObject = GetComponent<NetworkObject>();
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if (networkObject != null)
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{
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networkObject.Despawn(true); // Despawn and destroy on the server
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Debug.Log("SlowZonePrefab has been despawned and destroyed.");
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}
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else
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{
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Debug.LogError("SlowZonePrefab is missing a NetworkObject component!");
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}
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}
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}
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}
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@ -0,0 +1,34 @@
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using UnityEngine;
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using Unity.Netcode;
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public class PlayerScoreComponent : NetworkBehaviour
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{
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public int CurrentScore { get; private set; }
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public override void OnNetworkSpawn()
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{
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if (IsOwner && IsClient)
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{
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Debug.Log($"[PlayerScoreComponent] Requesting score initialization for Player {OwnerClientId}");
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ScoreManager.Instance?.InitializePlayerScoreServerRpc(OwnerClientId);
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}
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// For the server player (host), ensure the PlayerScoreComponent is registered properly
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if (IsServer && OwnerClientId == NetworkManager.Singleton.LocalClientId)
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{
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ScoreManager.Instance?.InitializePlayerScoreServerRpc(OwnerClientId);
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}
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}
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public void UpdateScore(int newScore)
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{
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CurrentScore = newScore;
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Debug.Log($"[PlayerScoreComponent] Player {OwnerClientId} score updated to {newScore}.");
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UpdateScoreUI();
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}
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private void UpdateScoreUI()
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{
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// Update the player's score display in the UI.
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Debug.Log($"[PlayerScoreComponent] Updated score UI for Player {OwnerClientId}: {CurrentScore}");
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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: a73f85cd904406945a2192aaecb2c310
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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:
|
@ -0,0 +1,167 @@
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using System.Collections;
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using System.Collections.Generic;
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using Unity.Multiplayer.Samples.BossRoom;
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using UnityEngine;
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using Unity.Netcode;
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public class ScoreManager : NetworkBehaviour
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{
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public static ScoreManager Instance { get; private set; }
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private Dictionary<ulong, int> playerScores = new Dictionary<ulong, int>();
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private void Awake()
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{
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if (Instance != null && Instance != this)
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{
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Destroy(gameObject);
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return;
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}
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Instance = this;
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}
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public override void OnNetworkSpawn()
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{
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if (IsServer)
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{
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StartCrowPenaltyCoroutineServerRpc();
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}
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}
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[ServerRpc(RequireOwnership = false)]
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public void InitializePlayerScoreServerRpc(ulong ownerClientId)
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{
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if (!playerScores.ContainsKey(ownerClientId))
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{
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playerScores[ownerClientId] = 200;
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Debug.Log($"[ScoreManager] Player {ownerClientId} initialized with a starting score of 200.");
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UpdatePlayerScoreClientRpc(ownerClientId, 200);
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}
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else
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{
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Debug.LogWarning($"[ScoreManager] Player {ownerClientId} already initialized.");
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}
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}
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public void UpdatePlayerScore(ulong ownerClientId, int newScore)
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{
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if (playerScores.ContainsKey(ownerClientId))
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{
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playerScores[ownerClientId] = newScore;
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Debug.Log($"[ScoreManager] Updating Player {ownerClientId} score to {newScore}.");
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UpdatePlayerScoreClientRpc(ownerClientId, newScore);
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}
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else
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{
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Debug.LogError($"[ScoreManager] No entry found for Player {ownerClientId}. Cannot update score.");
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}
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}
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public void AddPlayerScore(ulong ownerClientId, int newScore)
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{
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if (playerScores.ContainsKey(ownerClientId))
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{
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playerScores[ownerClientId] += newScore;
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Debug.Log($"[ScoreManager] Updating Player {ownerClientId} score to {playerScores[ownerClientId]}.");
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UpdatePlayerScoreClientRpc(ownerClientId, playerScores[ownerClientId]);
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}
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else
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{
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Debug.LogError($"[ScoreManager] No entry found for Player {ownerClientId}. Cannot update score.");
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}
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}
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public void SubtractPlayerScore(ulong ownerClientId, int scoreToSubtract)
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{
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if (playerScores.ContainsKey(ownerClientId))
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{
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int value = Mathf.Max(0, playerScores[ownerClientId] - scoreToSubtract);
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playerScores[ownerClientId] = value;
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Debug.Log($"[ScoreManager] Updating Player {ownerClientId} score to {playerScores[ownerClientId]}.");
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UpdatePlayerScoreClientRpc(ownerClientId, playerScores[ownerClientId]);
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}
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else
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{
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Debug.LogError($"[ScoreManager] No entry found for Player {ownerClientId}. Cannot update score.");
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}
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}
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public int GetPlayerScore(ulong ownerClientId)
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{
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if (playerScores.TryGetValue(ownerClientId, out var score))
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{
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return score;
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}
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Debug.LogError($"[ScoreManager] No entry found for Player {ownerClientId}.");
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return 0; // Default score
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}
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[ServerRpc]
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public void StartCrowPenaltyCoroutineServerRpc()
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{
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StartCoroutine(ApplyCrowPenaltyCoroutine());
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}
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private IEnumerator ApplyCrowPenaltyCoroutine()
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{
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yield return new WaitUntil(() => PlatformManager.Instance != null && PlatformManager.Instance.AreAllPlatformsOccupied());
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while (true)
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{
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var modifications = new List<KeyValuePair<ulong, int>>();
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foreach (var entry in playerScores)
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{
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var ownerClientId = entry.Key;
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var score = entry.Value;
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// Check if the player is the crow
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if (CrowManager.Instance != null && CrowManager.Instance.GetCurrentCrow().OwnerClientId == ownerClientId)
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{
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var newScore = score - 2;
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modifications.Add(new KeyValuePair<ulong, int>(ownerClientId, newScore));
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Debug.Log($"[ScoreManager] Applied crow penalty to Player {ownerClientId}. New score: {newScore}");
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}
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}
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// Apply the modifications after the iteration
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foreach (var modification in modifications)
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{
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UpdatePlayerScore(modification.Key, modification.Value);
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}
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// Wait for the next penalty application
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yield return new WaitForSeconds(5f);
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}
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}
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[ClientRpc]
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public void UpdatePlayerScoreClientRpc(ulong ownerClientId, int newScore)
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{
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Debug.Log($"[ScoreManager] Received score update for Player {ownerClientId}: {newScore}");
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var playerScoreComponent = FindPlayerScoreComponent(ownerClientId);
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if (playerScoreComponent != null)
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{
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playerScoreComponent.UpdateScore(newScore);
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}
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else
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{
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Debug.LogError($"[ScoreManager] Could not find PlayerScoreComponent for Player {ownerClientId}");
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}
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}
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private PlayerScoreComponent FindPlayerScoreComponent(ulong ownerClientId)
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{
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foreach (var scoreComponent in FindObjectsOfType<PlayerScoreComponent>())
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{
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if (scoreComponent.OwnerClientId == ownerClientId)
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{
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return scoreComponent;
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}
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}
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Debug.LogError($"[ScoreManager] Could not find PlayerScoreComponent for Player {ownerClientId}");
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return null;
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
|
||||
guid: c42f66f946855da4b99f79c5bde1d545
|
||||
MonoImporter:
|
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externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,11 +0,0 @@
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using UnityEngine;
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[CreateAssetMenu(menuName = "Abilities/Slow Zone Ability")]
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public class SlowZoneAbility : Ability
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{
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protected override void Activate(GameObject owner)
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{
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// No direct logic here, spawning is handled in AbilitySystem
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Debug.Log($"SlowZoneAbility activated by {owner.name}.");
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}
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}
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@ -1,86 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using Unity.BossRoom.Gameplay.GameplayObjects.Character;
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using Unity.Netcode;
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using UnityEngine;
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using UnityEngine.AI;
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public class SlowZonePrefab : NetworkBehaviour
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{
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[Header("Slow Zone Settings")]
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public Ability Ability;
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private void Start()
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{
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// Start the process to slow down players when the zone is spawned
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StartCoroutine(ApplySlowEffect());
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}
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private IEnumerator ApplySlowEffect()
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{
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// Run the logic once immediately
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ApplySlowToPlayers();
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// Optionally, repeat the check while the zone exists
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yield return new WaitForSeconds(Ability.abilityDuration);
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// Destroy the zone after applying the slow effect
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DespawnZone();
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}
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private void ApplySlowToPlayers()
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{
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// Find all colliders in the zone
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Collider[] hitColliders = Physics.OverlapSphere(transform.position, Ability.abilityRadius);
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foreach (var collider in hitColliders)
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{
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if (collider.TryGetComponent<ServerCharacter>(out var player))
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{
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// Check if the player is NOT the crow
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if (!player.IsCrow)
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{
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// Apply slow effect
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StartCoroutine(SlowPlayer(player));
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Debug.Log($"{player.name} is slowed down!");
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}
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}
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}
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}
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private IEnumerator SlowPlayer(ServerCharacter player)
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{
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// Halve the player's movement speed
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player.Movement.SetSpeedModifier(Ability.abilityMagnitude);
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// Wait for the slow duration
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yield return new WaitForSeconds(Ability.abilityDuration);
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// Restore the original speed
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player.Movement.ResetSpeedModifier();
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Debug.Log($"{player.name}'s speed is restored.");
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Destroy(gameObject);
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}
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|
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private void DespawnZone()
|
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{
|
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if (IsServer)
|
||||
{
|
||||
var networkObject = GetComponent<NetworkObject>();
|
||||
if (networkObject != null)
|
||||
{
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networkObject.Despawn(true); // Despawn and destroy on the server
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Debug.Log("SlowZonePrefab has been despawned and destroyed.");
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}
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else
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{
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Debug.LogError("SlowZonePrefab is missing a NetworkObject component!");
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}
|
||||
}
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}
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||||
|
||||
// Debug visualization for the slow zone in the editor
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||||
private void OnDrawGizmos()
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{
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Gizmos.color = Color.cyan;
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Gizmos.DrawWireSphere(transform.position, Ability.abilityRadius);
|
||||
}
|
||||
}
|
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