using System.Collections; using System.Collections.Generic; using UnityEngine; public class AbilitySystem : MonoBehaviour { [Header("Assigned Abilities")] public List abilities = new List(); private Ability activeAbility; // Tracks the currently active ability in "spawn mode" private bool isAbilityActive = false; private HashSet abilitiesOnCooldown = new HashSet(); void Update() { if (isAbilityActive && Input.GetMouseButtonDown(0)) { UseActiveAbility(); } } /// /// Activates an ability by its keybind. /// public void ActivateAbilityByKey(string key) { foreach (var ability in abilities) { if (ability.abilityKey == key) { if (!abilitiesOnCooldown.Contains(ability)) { ToggleAbilityMode(ability); } else { Debug.Log($"{ability.abilityName} is on cooldown."); } return; } } Debug.LogWarning($"No ability assigned to key {key}."); } private void ToggleAbilityMode(Ability ability) { if (isAbilityActive && activeAbility == ability) { DeactivateAbilityMode(); } else { ActivateAbilityMode(ability); } } private void ActivateAbilityMode(Ability ability) { isAbilityActive = true; activeAbility = ability; Debug.Log($"Ability {ability.abilityName} activated! Click to use."); } private void DeactivateAbilityMode() { isAbilityActive = false; activeAbility = null; Debug.Log("Ability mode deactivated."); } private void UseActiveAbility() { if (activeAbility != null) { activeAbility.ActivateAbility(gameObject); StartCoroutine(StartCooldown(activeAbility)); DeactivateAbilityMode(); } } /// /// Starts the cooldown coroutine for the ability. /// private IEnumerator StartCooldown(Ability ability) { abilitiesOnCooldown.Add(ability); Debug.Log($"{ability.abilityName} is now on cooldown for {ability.cooldownTime} seconds."); yield return new WaitForSeconds(ability.cooldownTime); abilitiesOnCooldown.Remove(ability); Debug.Log($"{ability.abilityName} is off cooldown."); } }