Bugfixes + Weapon Visual handler

- bugfix build manager on starter builds not correctly assigning keybinders with defaults
- added 2h ranged shoot animation
- added shoot animation type for abilities
- new weapon visual handler swaps visual weapons based on ability queues
This commit is contained in:
Pedro Gomes 2025-01-13 20:48:15 +00:00
parent f9d27b5b01
commit 5ce9c0b3a7
26 changed files with 18362 additions and 36 deletions

View File

@ -2,6 +2,7 @@ using Kryz.CharacterStats.Examples;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
[System.Serializable]

View File

@ -25,7 +25,11 @@ namespace Kryz.CharacterStats.Examples
}
else
{
Debug.Log("image: " + image.name);
Debug.Log("item: " + _item.ItemName);
Debug.Log("icon: " + _item.Icon.name);
image.sprite = _item.Icon;
Debug.Log("sprite: " + image.sprite.name);
image.enabled = true;
}
}

View File

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View File

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View File

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@ -13,8 +13,6 @@ public class AreaOfEffectOverTimeAbility : AreaOfEffectAbility
private NetworkedAreaOfEffectOverTime networkedAreaOfEffectOverTime;
Quaternion rot;
public override void Execute(PhotonView user, Taggable userTag)
{
SpendResourcesNecessary(user, userTag);

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@ -4,6 +4,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.Events;
public class CastingStateController : MonoBehaviour
{
@ -18,6 +19,9 @@ public class CastingStateController : MonoBehaviour
PhotonView photonView;
ProjectileSpawnLocationController projectileSpawnLocationController;
public UnityEvent<BaseAbility> OnAbilityQueued = new UnityEvent<BaseAbility>();
private void Awake()
{
cam = Camera.main;
@ -35,6 +39,7 @@ public class CastingStateController : MonoBehaviour
if (!ability.castableWhileMoving)
playerMovement.ToggleAgentMoving(true);
OnAbilityQueued.Invoke(ability);
StartCoroutine(Casting(ability, abilityExecution));
}
public void RequestAbilityChannel(BaseAbility channeledAbility, Action abilityChannelExecution)
@ -44,6 +49,7 @@ public class CastingStateController : MonoBehaviour
if (!channeledAbility.castableWhileMoving)
playerMovement.ToggleAgentMoving(true);
OnAbilityQueued.Invoke(channeledAbility);
StartCoroutine(Channeling(channeledAbility, abilityChannelExecution));
}
@ -57,7 +63,7 @@ public class CastingStateController : MonoBehaviour
//cast animation
yield return new WaitForSeconds(ability.castTime);
if (ability.animationType != AbilityAnimationType.Melee)
if (ability.animationType != AbilityAnimationType.Melee && ability.animationType != AbilityAnimationType.Shoot)
{
abilityExecution.Invoke();

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@ -75,6 +75,8 @@ public class BuildManager : MonoBehaviour
{
buildData.buildSlotsdata[i].abilityIndex = AbilityIndexer.Instance.Abilities.IndexOf(selectedBuildSlots[i].ability);
buildData.buildSlotsdata[i].binderSlotIndex = selectedBuildSlots[i].binderSlot;
abilityKeyBinders[selectedBuildSlots[i].binderSlot].BindAbility(selectedBuildSlots[i].ability);
}
PlayerDataHandler.Instance.SaveCharacterBuildData(PlayerDataHandler.Instance.currentPlayerName.Value, PlayerDataHandler.Instance.currentCharacterName.Value, buildData);

View File

@ -165,6 +165,11 @@ public class CharacterAnimatorController : MonoBehaviour
CastBarHandler.Instance.ExecuteQueuedCastOnAnimationEvent();
parentController.castingStateController.ResetCastingOnMeleeAnimationEvent();
}
else if(CastBarHandler.Instance.currentAbility.animationType == AbilityAnimationType.Shoot)
{
CastBarHandler.Instance.ExecuteQueuedCastOnAnimationEvent();
parentController.castingStateController.ResetCastingOnMeleeAnimationEvent();
}
}
public void SetTriggerBasedOnAbility(AbilityAnimationType animationType, bool spinning = false)
@ -199,6 +204,9 @@ public class CharacterAnimatorController : MonoBehaviour
wasSpinning = spinning;
anim.SetBool("spellcasting", spinning);
break;
case AbilityAnimationType.Shoot:
anim.SetTrigger("shoot");
break;
default:
break;
}
@ -216,5 +224,6 @@ public enum AbilityAnimationType
Summon,
Jump,
Casting,
Potion
Potion,
Shoot
}

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@ -0,0 +1,62 @@
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WeaponVisualHandler : MonoBehaviour
{
public List<WeaponVisualSlot> visualWeaponSlots = new List<WeaponVisualSlot>();
PhotonView owner;
CastingStateController stateController;
private void Awake()
{
owner = GetComponentInParent<PhotonView>();
stateController = owner.GetComponentInChildren<CastingStateController>();
}
// Start is called before the first frame update
void Start()
{
if(owner.IsMine)
stateController.OnAbilityQueued.AddListener(ToggleCorrectWeapon);
}
private void ToggleCorrectWeapon(BaseAbility ability)
{
for (int i = 0; i < visualWeaponSlots.Count; i++)
{
if(visualWeaponSlots[i].animationTypes.Contains(ability.animationType))
{
owner.RPC(nameof(RPC_ToggleCorrectWeapon), RpcTarget.All, i);
return;
}
}
}
[PunRPC]
private void RPC_ToggleCorrectWeapon(int index)
{
for (int i = 0; i < visualWeaponSlots.Count; i++)
{
for (int j = 0; j < visualWeaponSlots[i].weapons.Count; j++)
{
visualWeaponSlots[i].weapons[j].SetActive(i == index);
}
}
}
}
[System.Serializable]
public class WeaponVisualSlot
{
public List<AbilityAnimationType> animationTypes = new List<AbilityAnimationType>();
public List<GameObject> weapons = new List<GameObject>();
}

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@ -1,5 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
[System.Serializable]
@ -51,6 +52,7 @@ public class InventoryInstanceData
{
this.inventoryItems[i] = inventoryItems[i];
this.inventoryItems[i].Icon = ItemIndexer.Instance.Items[this.inventoryItems[i].templateIndex].Icon;
}
}
}

View File

@ -94,7 +94,7 @@ Material:
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- _Rotation: 6.8616924
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