New abilities, bugfix necro autosummon, updated effects

- Knight Challenging Shout AoE Taunt ability
- Mage Firewall AoE Burn ability
- Added support for movement speed modifier effects to slow enemies instead of only buffing allies.
- Added different movement speed minimum cap to enemies and bosses
This commit is contained in:
Pedro Gomes 2024-12-21 20:40:31 +00:00
parent 142bcf0fa1
commit 59c74b1d31
54 changed files with 1898 additions and 173 deletions

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@ -11,8 +11,12 @@ public class AreaOfEffectOverTimeAbility : AreaOfEffectAbility
public bool followTarget;
public bool damageFollowingTarget;
public bool rotateOnSpawn = false;
private NetworkedAreaOfEffectOverTime networkedAreaOfEffectOverTime;
Quaternion rot;
public override void Execute(PhotonView user, Taggable userTag)
{
SpendResourcesNecessary(user, userTag);
@ -29,8 +33,8 @@ public class AreaOfEffectOverTimeAbility : AreaOfEffectAbility
return;
}
instantiatedArea = PhotonNetwork.Instantiate("Abilities/" + aoePrefab.name, user.GetComponentInChildren<AoERayHitLocationSnapshotController>().aoeRayHitLocationSnapshot.position, Quaternion.identity);
rot = Quaternion.LookRotation(user.GetComponentInChildren<AoERayHitLocationSnapshotController>().aoeRayHitLocationSnapshot.position - user.transform.position);
instantiatedArea = PhotonNetwork.Instantiate("Abilities/" + aoePrefab.name, user.GetComponentInChildren<AoERayHitLocationSnapshotController>().aoeRayHitLocationSnapshot.position, rotateOnSpawn ? rot : Quaternion.identity);
networkedAreaOfEffectOverTime = instantiatedArea.GetComponent<NetworkedAreaOfEffectOverTime>();

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@ -19,17 +19,17 @@ public class MovementSpeedModifierEffect : StatusEffect
{
foreach (Taggable target in targets)
{
if (IsAlliedTarget(user, target))
{
//if (IsAlliedTarget(user, target))
//{
targetMovementSpeedModifierEffect = target.GetComponent<MovementSpeedModifierEffectInstance>();
targetMovementSpeedModifierEffect.owner.RPC(nameof(targetMovementSpeedModifierEffect.RPC_ApplyMovementSpeedModifierEffect), targetMovementSpeedModifierEffect.owner.Owner, StatusEffectIndexer.Instance.StatusEffects.IndexOf(this), CalculateFinalAmount(user));
}
targetMovementSpeedModifierEffect.owner.RPC(nameof(targetMovementSpeedModifierEffect.RPC_ApplyMovementSpeedModifierEffect), targetMovementSpeedModifierEffect.owner.Owner, StatusEffectIndexer.Instance.StatusEffects.IndexOf(this), GetCorrectValueSign(user, target));
//}
}
}
if (applyToSelf)
{
targetMovementSpeedModifierEffect = user.GetComponent<MovementSpeedModifierEffectInstance>();
targetMovementSpeedModifierEffect.ApplyEffect(this, CalculateFinalAmount(user));
targetMovementSpeedModifierEffect.ApplyEffect(this, GetCorrectValueSign(user, user));
}
}
@ -57,4 +57,13 @@ public class MovementSpeedModifierEffect : StatusEffect
return finalAmount;
}
private float GetCorrectValueSign(Taggable user, Taggable target)
{
if (user == null) return 0;
if (target == null) return 0;
//return user.targetTag.AlliedTags.Contains(target.targetTag) ? (finalValue * AlliedTargetMultiplier) : (-finalValue * EnemyTargetMultiplier);
return user.AlliedTagsContains(target.targetTag) ? CalculateFinalAmount(user) : -CalculateFinalAmount(user);
}
}

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@ -92,12 +92,20 @@ public class MovementSpeedModifierEffectInstance : StatusEffectInstance
base.EffectStateEnded();
}
private void Update()
{
if (owner.IsMine)
{
UpdateNavMeshAgentSpeed();
}
}
private void UpdateNavMeshAgentSpeed()
{
if (navMeshAgent != null)
{
navMeshAgent.speed = ModifyMovementSpeed();
navMeshAgent.speed = Mathf.Clamp(navMeshAgent.speed, baseSpeed, GameConstants.CharacterBalancing.MovementSpeedCap);
navMeshAgent.speed = Mathf.Clamp(navMeshAgent.speed, taggable.IsBoss() ? baseSpeed * GameConstants.CharacterBalancing.BossMovementSpeedBaseLowestPercentCap : GameConstants.CharacterBalancing.MovementSpeedLowestCap, GameConstants.CharacterBalancing.MovementSpeedCap);
navMeshAgent.angularSpeed = ModifyTurnSpeed();
navMeshAgent.angularSpeed = Mathf.Clamp(navMeshAgent.angularSpeed, baseTurnSpeed, baseTurnSpeed * (1 + GameConstants.CharacterBalancing.PercentAngularSpeedCap));
navMeshAgent.acceleration = ModifyAcceleration();

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@ -11,7 +11,7 @@ public class StatusEffectInstance : MonoBehaviour
[Header("Set by code:")]
public PhotonView owner;
public Taggable taggable;
public bool IsActive => effectStateCoroutine != null;
@ -27,6 +27,7 @@ public class StatusEffectInstance : MonoBehaviour
protected virtual void Awake()
{
owner = GetComponentInParent<PhotonView>();
taggable = GetComponentInParent<Taggable>();
}
public virtual void ApplyEffect(StatusEffect effect, float value)

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@ -0,0 +1,34 @@
using Kryz.CharacterStats;
using Kryz.CharacterStats.Examples;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "TauntEffect", menuName = "RiftMayhem/AbilitySystem/Effects/Taunt Effect", order = 1)]
public class TauntEffect : BaseEffect
{
BasicEnemyNPCController enemyNPCController;
public override void ApplyEffect(Taggable user, List<Taggable> targets)
{
foreach (Taggable target in targets)
{
if (!IsEnemy(user, target)) continue;
enemyNPCController = target.GetComponent<BasicEnemyNPCController>();
if (enemyNPCController is MinionNPCController) continue; //redundant but never too sure
enemyNPCController.currentTarget = user;
}
}
private bool IsEnemy(Taggable user, Taggable target)
{
if (user == null) return false;
if (target == null) return false;
return user.AlliedTagsContains(target.targetTag) ? false : true;
}
}

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@ -78,8 +78,8 @@ public static class GameConstants
public const float CritDamageIncreaseFromAgility = 0.002f; //0.2% agi => critDmg
public const float CritDamageIncreaseFromIntelligence = 0.001f; //0.1% int => critDmg
public const float MaxHealthIncreaseFromSpirit = 0.1f; // 10% spi => MaxHP
public const float MaxHealthIncreaseFromVitality = 1f; //100% vit => MaxHP
public const float MaxHealthIncreaseFromSpirit = 1f; // 100% spi => MaxHP
public const float MaxHealthIncreaseFromVitality = 5f; //1 vit => 5 MaxHP
public const float ArmorIncreaseFromStrength = 0.1f; //10% str => Armor
public const float ArmorIncreaseFromAgility = 0.1f; // 10% agi => Armor
@ -97,8 +97,8 @@ public static class GameConstants
public const float BaseMaxHealthGrowthPerLevel = 0.2f;
public const float VitalityToHealthRate = 10f;
public const float IntelligenceToManaRate = 2f;
//public const float VitalityToHealthRate = 10f;
public const float IntelligenceToManaRate = 0.5f;
public const float BonusStrengthToFlatRegenRate = 0.05f;
public const float BonusVitalityToFlatRegenRate = 0.05f;
@ -106,7 +106,7 @@ public static class GameConstants
public const float BonusSpiritToFlatRegenRate = 0.5f;
public const float BonusSpiritToPercentRegenRate = 0.01f;
public const int StatPointsPerLevel = 1;
public const int StatPointsPerLevel = 3;
public const float PercentageStatScaleForMinions = 0.8f;
}
@ -132,6 +132,9 @@ public static class GameConstants
public const float MovementSpeedCap = 15f;
public const float PercentAngularSpeedCap = 1f;
public const float PercentAccelerationCap = 1f;
public const float MovementSpeedLowestCap = 0.25f;
public const float BossMovementSpeedBaseLowestPercentCap = 0.8f; //bosses can only be lowered to 80% of their normal speed: 2.85 base speed == 2.28 minimum speed
}
public static class GameBalancing
{

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@ -50,6 +50,7 @@ public class NPCControllerBase : MonoBehaviour
public Health Health => health;
public Mana Mana => mana;
protected bool isDead = false;
protected bool waitingForAttackAnimation = false;
@ -69,6 +70,8 @@ public class NPCControllerBase : MonoBehaviour
abilityPriorityManager = GetComponentInChildren<NPCAbilityPriorityManager>();
abilityCooldownTracker = GetComponentInChildren<AbilityCooldownTracker>();
animatorController = GetComponentInChildren<NPCAnimatorControllerBase>();
if (!photonView.IsMine) return;

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@ -1,3 +1,4 @@
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@ -8,6 +9,8 @@ public class NecroAutoSummonOnSceneRefresh : MonoBehaviour
protected RiftPlayer player;
PhotonView photonView;
BaseAbility autocastAbility;
int index = 0;
@ -15,12 +18,15 @@ public class NecroAutoSummonOnSceneRefresh : MonoBehaviour
private void Awake()
{
player = GetComponentInParent<RiftPlayer>();
photonView = GetComponentInParent<PhotonView>();
index = PlayerPrefs.GetInt(GameConstants.PlayerPrefsKeys.NecroAutoSummonOnSceneRefreshIndexKey, 0);
index %= possibleAutoSummons.Count;
}
private IEnumerator Start()
{
if(photonView.IsMine)
{
yield return new WaitForSeconds(1f);
@ -37,4 +43,5 @@ public class NecroAutoSummonOnSceneRefresh : MonoBehaviour
PlayerPrefs.SetInt(GameConstants.PlayerPrefsKeys.NecroAutoSummonOnSceneRefreshIndexKey, (index %= possibleAutoSummons.Count));
}
}
}

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@ -182,7 +182,7 @@ public class NetworkedAreaOfEffect : MonoBehaviour, IPunObservable
StartCoroutine(DelayedDestroy());
}
protected void OnDrawGizmos()
protected virtual void OnDrawGizmos()
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(this.transform.position, radius);

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@ -14,6 +14,8 @@ public class NetworkedAreaOfEffectOverTime : NetworkedAreaOfEffect
protected Taggable followingTargetTaggable;
public BoxCollider OptionalBoxOverlap;
public override void Init()
{
if (photonView.IsMine)
@ -93,10 +95,25 @@ public class NetworkedAreaOfEffectOverTime : NetworkedAreaOfEffect
StartCoroutine(SelfDestruct());
}
protected override void OnDrawGizmos()
{
base.OnDrawGizmos();
if (OptionalBoxOverlap != null)
Gizmos.DrawWireCube(OptionalBoxOverlap.transform.position, OptionalBoxOverlap.size / 2);
}
protected override void CheckSurroundings()
{
//TODO: spread the total value over ticks, for now just apply the instant effect every tick, manage tick values on effect applied
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();
foreach (Collider collider in hits)
{

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@ -36,6 +36,11 @@ public class Taggable : MonoBehaviour
}
return false;
}
public bool IsBoss()
{
return this.name.ToLower().Contains("boss");
}
//private IEnumerable<TargettingTag> commonItems;
//public bool IsValidTarget(List<TargettingTag> tags)
//{

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