Channeled ability update
- Channeled abilities now allow to aim during channel - Added spell casting channeled animation loop option - New Mage DragonBreath channeled ability
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@ -12,6 +12,7 @@ public class ChanneledAbility : BaseAbility
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public float radius;
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public bool canHitSelf;
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public bool followUser;
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public bool allowAiming;
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protected GameObject instanciatedAbility;
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@ -32,6 +33,7 @@ public class ChanneledAbility : BaseAbility
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networkedChanneling.radius = radius;
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networkedChanneling.canHitSelf = canHitSelf;
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networkedChanneling.followUser = followUser;
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networkedChanneling.allowAiming = allowAiming;
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networkedChanneling.Init(ref channelingCoroutine);
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|
@ -76,7 +76,7 @@ public class CharacterAnimatorController : MonoBehaviour
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if (isCasting)
|
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{
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anim.SetFloat("throwingTime", (1 / CastBarHandler.Instance.currentCastTime));
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SetTriggerBasedOnAbility(CastBarHandler.Instance.currentAbility.animationType, CastBarHandler.Instance.currentAbility.animationType == AbilityAnimationType.Spin);
|
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SetTriggerBasedOnAbility(CastBarHandler.Instance.currentAbility.animationType, CastBarHandler.Instance.currentAbility.animationType == AbilityAnimationType.Spin || CastBarHandler.Instance.currentAbility.animationType == AbilityAnimationType.Casting);
|
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if (parentController == null)
|
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{
|
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@ -91,6 +91,7 @@ public class CharacterAnimatorController : MonoBehaviour
|
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else if (wasSpinning)
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{
|
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SetTriggerBasedOnAbility(AbilityAnimationType.Spin, false);
|
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SetTriggerBasedOnAbility(AbilityAnimationType.Casting, false);
|
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}
|
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}
|
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|
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@ -194,6 +195,10 @@ public class CharacterAnimatorController : MonoBehaviour
|
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case AbilityAnimationType.Potion:
|
||||
anim.SetTrigger("potion");
|
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break;
|
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case AbilityAnimationType.Casting:
|
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wasSpinning = spinning;
|
||||
anim.SetBool("spellcasting", spinning);
|
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break;
|
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default:
|
||||
break;
|
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}
|
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@ -210,5 +215,6 @@ public enum AbilityAnimationType
|
||||
Spin,
|
||||
Summon,
|
||||
Jump,
|
||||
Casting,
|
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Potion
|
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}
|
@ -18,6 +18,7 @@ public class NetworkedChanneling : MonoBehaviour
|
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public float duration;
|
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public bool canHitSelf;
|
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public bool followUser;
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public bool allowAiming;
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public float radius;
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public bool channeling = false;
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@ -30,6 +31,10 @@ public class NetworkedChanneling : MonoBehaviour
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|
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protected Collider[] hits;
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public BoxCollider OptionalBoxOverlap;
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ProjectileSpawnLocationController aimController;
|
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|
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protected virtual void Awake()
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{
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photonView = GetComponent<PhotonView>();
|
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@ -43,6 +48,8 @@ public class NetworkedChanneling : MonoBehaviour
|
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|
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channeling = true;
|
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|
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aimController = owner.GetComponentInChildren<ProjectileSpawnLocationController>();
|
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|
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channelingCoroutine = StartCoroutine(ExecuteChanneling());
|
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|
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if (followUser)
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@ -57,6 +64,10 @@ public class NetworkedChanneling : MonoBehaviour
|
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while (Time.time < endTime)
|
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{
|
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this.transform.position = owner.transform.position;
|
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if (allowAiming)
|
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{
|
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this.transform.forward = aimController.GetLookat();
|
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}
|
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yield return new WaitForEndOfFrame();
|
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}
|
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|
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@ -97,7 +108,14 @@ public class NetworkedChanneling : MonoBehaviour
|
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{
|
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if (!channeling) return;
|
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|
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hits = Physics.OverlapSphere(this.transform.position, radius, abilityHitLayer);
|
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if (OptionalBoxOverlap != null)
|
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{
|
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hits = Physics.OverlapBox(OptionalBoxOverlap.transform.position, OptionalBoxOverlap.size / 2f, OptionalBoxOverlap.transform.rotation, abilityHitLayer);
|
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}
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else
|
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{
|
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hits = Physics.OverlapSphere(this.transform.position, radius, abilityHitLayer);
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}
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targets.Clear();
|
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foreach (Collider collider in hits)
|
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{
|
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|
@ -18,11 +18,14 @@ public class PlayerMovement : MonoBehaviour
|
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|
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PhotonView photonView;
|
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ProjectileSpawnLocationController aimController;
|
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|
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private void Awake()
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{
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agent = GetComponent<NavMeshAgent>();
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photonView = GetComponent<PhotonView>();
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aimController = GetComponentInChildren<ProjectileSpawnLocationController>();
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}
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// Start is called before the first frame update
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@ -44,6 +47,22 @@ public class PlayerMovement : MonoBehaviour
|
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agent.SetDestination(target.position);
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FaceTarget();
|
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}
|
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|
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if (CastBarHandler.Instance.currentAbility is ChanneledAbility && CastBarHandler.Instance.castBar.activeSelf)
|
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{
|
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if (((ChanneledAbility)CastBarHandler.Instance.currentAbility).allowAiming)
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{
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InstantFaceCast(aimController.GetLookat());
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}
|
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else
|
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{
|
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return;
|
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}
|
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}
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else
|
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{
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return;
|
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}
|
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}
|
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|
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public void ToggleAgentMoving(bool busy)
|
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|
@ -45,7 +45,22 @@ public class ProjectileSpawnLocationController : MonoBehaviour
|
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if (isCasting)
|
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{
|
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lookAt.forward = castLookatSnapshot;
|
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return;
|
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if(CastBarHandler.Instance.currentAbility is ChanneledAbility)
|
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{
|
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if(((ChanneledAbility)CastBarHandler.Instance.currentAbility).allowAiming)
|
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{
|
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}
|
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else
|
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{
|
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return;
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}
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}
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else
|
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{
|
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return;
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}
|
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}
|
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|
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|
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|
Loading…
x
Reference in New Issue
Block a user