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HighGroundRoyaleNetcode/Assets/Scripts/Gameplay/AbilitySystem.cs

156 lines
4.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
public class AbilitySystem : NetworkBehaviour
{
[Header("Assigned Abilities")]
public List<Ability> abilities = new List<Ability>();
private Ability activeAbility; // Tracks the currently active ability in "spawn mode"
private bool isAbilityActive = false;
private HashSet<Ability> abilitiesOnCooldown = new HashSet<Ability>();
[SerializeField] private GameObject currentAbilityIndicator;
void Update()
{
if (isAbilityActive)
{
UpdateIndicatorPosition();
if (Input.GetMouseButtonDown(0))
{
UseActiveAbility();
}
}
}
/// <summary>
/// Activates an ability by its keybind.
/// </summary>
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}.");
}
public bool IsAbilityModeActive()
{
return isAbilityActive; // Returns true if an ability mode is currently active
}
private void ToggleAbilityMode(Ability ability)
{
if (isAbilityActive && activeAbility == ability)
{
DeactivateAbilityMode();
}
else
{
ActivateAbilityMode(ability);
}
}
private void ActivateAbilityMode(Ability ability)
{
isAbilityActive = true;
activeAbility = ability;
currentAbilityIndicator.SetActive(true);
Debug.Log($"Ability {ability.abilityName} activated! Click to use.");
}
private void DeactivateAbilityMode()
{
isAbilityActive = false;
activeAbility = null;
currentAbilityIndicator.SetActive(false);
Debug.Log("Ability mode deactivated.");
}
private void UseActiveAbility()
{
if (activeAbility != null)
{
var spawnPosition = currentAbilityIndicator.transform.position;
SpawnAbilityServerRpc(activeAbility.abilityKey, spawnPosition);
StartCoroutine(StartCooldown(activeAbility));
DeactivateAbilityMode();
}
}
/// <summary>
/// Starts the cooldown coroutine for the ability.
/// </summary>
private IEnumerator StartCooldown(Ability ability)
{
abilitiesOnCooldown.Add(ability);
Debug.Log($"{ability.abilityName} is now on cooldown for {ability.cooldownTime} seconds.");
yield return new WaitForSeconds(ability.cooldownTime);
abilitiesOnCooldown.Remove(ability);
Debug.Log($"{ability.abilityName} is off cooldown.");
}
/// <summary>
/// Spawns the requested ability on the server.
/// </summary>
[ServerRpc(RequireOwnership = false)]
private void SpawnAbilityServerRpc(string abilityKey, Vector3 position, ServerRpcParams rpcParams = default)
{
var ability = abilities.Find(a => a.abilityKey == abilityKey);
if (ability == null)
{
Debug.LogError($"Ability {abilityKey} not found in the Ability System!");
return;
}
var prefab = ability.GetPrefab(); // Ensure your Ability class has a method to get the prefab
if (prefab == null)
{
Debug.LogError($"Prefab for Ability {abilityKey} is not assigned!");
return;
}
GameObject abilityInstance = Instantiate(prefab, position, Quaternion.identity);
var networkObject = abilityInstance.GetComponent<NetworkObject>();
if (networkObject != null)
{
networkObject.Spawn();
Debug.Log($"Spawned {abilityKey} at {position}.");
}
else
{
Debug.LogError($"Ability prefab {abilityKey} must have a NetworkObject component.");
}
}
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;
}
}
}