using System.Collections; using System.Collections.Generic; using System.Linq; using Unity.BossRoom.Gameplay.GameplayObjects; using Unity.BossRoom.Gameplay.GameplayObjects.Character; using Unity.Netcode; using UnityEngine; public class AbilitySystem : NetworkBehaviour { [Header("Assigned Abilities")] public List abilities = new List(); private Ability activeAbility; private bool isAbilityActive = false; private HashSet abilitiesOnCooldown = new HashSet(); [SerializeField] private GameObject currentAbilityIndicator; [SerializeField] private GameObject wallIndicator; [Header("Wall Placement Settings")] [SerializeField] private float wallRotationSpeed = 2f; private Vector3 wallSpawnPosition; private bool isWallPlacementStarted = false; void Update() { HandleAbilityMode(); } private void HandleAbilityMode() { if (isAbilityActive) { if (activeAbility.abilityKey == "VectorFence") { ManageVectorFenceIndicator(); if (!isWallPlacementStarted) { UpdateWallIndicatorPosition(); // Follow the mouse when ability is activated } if (Input.GetMouseButtonDown(0)) { StartWallPlacement(); } if (Input.GetMouseButton(0) && isWallPlacementStarted) { RotateWallIndicator(); // Rotate while holding LMB } if (Input.GetMouseButtonUp(0) && isWallPlacementStarted) { UseActiveAbility(); // Place the wall when LMB is released isWallPlacementStarted = false; } } else { ManageStandardAbilityIndicator(); if (Input.GetMouseButtonDown(0)) { UseActiveAbility(); } } } else { DeactivateIndicators(); } } private void ManageVectorFenceIndicator() { if (wallIndicator != null) { wallIndicator.SetActive(true); currentAbilityIndicator.SetActive(false); // Apply ability-specific scale to the wall indicator if (activeAbility is VectorFenceAbility vectorFence) { wallIndicator.transform.localScale = new Vector3(vectorFence.wallLength, vectorFence.wallHeight, vectorFence.wallWidth); } } } private void UpdateWallIndicatorPosition() { if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out RaycastHit hit)) { wallIndicator.transform.position = hit.point; // Update position to follow the mouse } } private void StartWallPlacement() { if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out RaycastHit hit)) { wallSpawnPosition = hit.point; // Save spawn position isWallPlacementStarted = true; Debug.Log($"[AbilitySystem] Wall placement started at {wallSpawnPosition}"); } } private void RotateWallIndicator() { if (isWallPlacementStarted && wallIndicator != null) { float mouseX = Input.GetAxis("Mouse X"); wallIndicator.transform.Rotate(Vector3.up, mouseX * wallRotationSpeed); // Rotate Y-axis based on mouse movement } } private void ManageStandardAbilityIndicator() { if (currentAbilityIndicator != null) { currentAbilityIndicator.SetActive(true); } if (wallIndicator != null) { wallIndicator.SetActive(false); } UpdateIndicatorPosition(); } private void DeactivateIndicators() { if (currentAbilityIndicator != null) currentAbilityIndicator.SetActive(false); if (wallIndicator != null) wallIndicator.SetActive(false); } public void ActivateAbilityByKey(string key) { var ability = abilities.FirstOrDefault(a => a.abilityKey == key); if (ability == null) { Debug.LogWarning($"No ability assigned to key {key}."); return; } if (abilitiesOnCooldown.Contains(ability)) { Debug.Log($"{ability.abilityName} is on cooldown."); } else { ToggleAbilityMode(ability); } } public bool IsAbilityModeActive() => isAbilityActive; private void ToggleAbilityMode(Ability ability) { if (isAbilityActive && activeAbility == ability) { DeactivateAbilityMode(); } else { ActivateAbilityMode(ability); } } private void ActivateAbilityMode(Ability ability) { isAbilityActive = true; activeAbility = ability; Debug.Log($"Ability {ability.abilityName} activated! Click to use."); } public void DeactivateAbilityMode() { isAbilityActive = false; activeAbility = null; isWallPlacementStarted = false; Debug.Log("Ability mode deactivated."); } public void UseActiveAbility() { if (activeAbility == null) { Debug.LogWarning("[AbilitySystem] No active ability to use."); return; } Vector3 targetPosition = activeAbility.abilityKey == "VectorFence" ? wallIndicator.transform.position : currentAbilityIndicator.transform.position; Vector3 targetRotation = activeAbility.abilityKey == "VectorFence" ? wallIndicator.transform.eulerAngles : currentAbilityIndicator.transform.eulerAngles; Debug.Log($"[AbilitySystem] Using active ability {activeAbility.abilityName}."); RequestAbilityActivationServerRpc(activeAbility.abilityKey, targetPosition, targetRotation); StartCoroutine(StartCooldown(activeAbility)); DeactivateAbilityMode(); } [ServerRpc(RequireOwnership = false)] private void RequestAbilityActivationServerRpc(string abilityKey, Vector3 targetPosition, Vector3 targetRotation, ServerRpcParams rpcParams = default) { ulong ownerClientId = rpcParams.Receive.SenderClientId; Debug.Log($"[AbilitySystem] Received activation request for ability '{abilityKey}' from client {ownerClientId}."); ExecuteAbilityOnServer(abilityKey, ownerClientId, targetPosition, targetRotation); } private void ExecuteAbilityOnServer(string abilityKey, ulong ownerClientId, Vector3 targetPosition, Vector3 targetRotation) { var playerObject = NetworkManager.Singleton.SpawnManager.SpawnedObjectsList .FirstOrDefault(obj => obj.OwnerClientId == ownerClientId && obj.GetComponent()); if (playerObject == null || !playerObject.TryGetComponent(out ServerCharacter character)) { Debug.LogError($"[AbilitySystem] No ServerCharacter component found for player {ownerClientId}."); return; } var ability = abilities.FirstOrDefault(a => a.abilityKey == abilityKey); if (ability == null) { Debug.LogError($"[AbilitySystem] Ability {abilityKey} not found."); return; } Debug.Log($"[AbilitySystem] Activating ability {ability.abilityName} for player {ownerClientId}."); ability.Execute(character, targetPosition, targetRotation); } private IEnumerator StartCooldown(Ability ability) { abilitiesOnCooldown.Add(ability); Debug.Log($"{ability.abilityName} is now on cooldown for {ability.abilityCooldownTime} seconds."); yield return new WaitForSeconds(ability.abilityCooldownTime); abilitiesOnCooldown.Remove(ability); Debug.Log($"{ability.abilityName} is off cooldown."); } private void UpdateIndicatorPosition() { if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out RaycastHit hit)) { currentAbilityIndicator.transform.position = hit.point; currentAbilityIndicator.transform.localScale = Vector3.one * activeAbility.abilityRadius; } } }