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