New ability archetype & updates

- new Projectile + Area of effect over time with tick event implemented
- New Tornado projectile+AoEOverTime ability for Barb/Naturalist
This commit is contained in:
Pedro Gomes 2024-12-28 16:11:02 +00:00
parent 9903af1fb7
commit b4c22cd6f4
24 changed files with 1048 additions and 6 deletions

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using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "ProjectileAreaOfEffectOverTimeAbility", menuName = "RiftMayhem/AbilitySystem/Abilities/Projectile Area Of Effect Over Time Ability", order = 0)]
public class ProjectileAreaOfEffectOverTimeAbility : AreaOfEffectAbility
{
[Header("Projectile:")]
public ProjectileAbility projectileAbility;
[Header("AreaOfEffectOverTime:")]
public float duration;
public bool followUser;
public bool followTarget;
public bool damageFollowingTarget;
private NetworkedProjectileAreaOfEffectOverTimeWithTickEvent networkedAreaOfEffectOverTime;
public override void Execute(PhotonView user, Taggable userTag)
{
SpendResourcesNecessary(user, userTag);
if (spawnUnderUser)
{
instantiatedArea = PhotonNetwork.Instantiate("Abilities/" + aoePrefab.name, user.transform.position, Quaternion.identity);
//instantiatedArea.transform.parent = user.transform;
networkedAreaOfEffectOverTime = instantiatedArea.GetComponent<NetworkedProjectileAreaOfEffectOverTimeWithTickEvent>();
SetupValues(user, userTag);
networkedAreaOfEffectOverTime.Init();
return;
}
instantiatedArea = PhotonNetwork.Instantiate("Abilities/" + aoePrefab.name, user.GetComponentInChildren<ProjectileSpawnLocationController>().transform.position, user.GetComponentInChildren<ProjectileSpawnLocationController>().transform.rotation);
networkedAreaOfEffectOverTime = instantiatedArea.GetComponent<NetworkedProjectileAreaOfEffectOverTimeWithTickEvent>();
SetupValues(user, userTag);
networkedAreaOfEffectOverTime.Init();
}
public override void Execute(PhotonView user, Taggable userTag, Vector3 point)
{
SpendResourcesNecessary(user, userTag);
instantiatedArea = PhotonNetwork.Instantiate("Abilities/" + aoePrefab.name, user.GetComponentInChildren<ProjectileSpawnLocationController>().transform.position, user.GetComponentInChildren<ProjectileSpawnLocationController>().transform.rotation);
networkedAreaOfEffectOverTime = instantiatedArea.GetComponent<NetworkedProjectileAreaOfEffectOverTimeWithTickEvent>();
SetupValues(user, userTag);
networkedAreaOfEffectOverTime.Init();
}
public override void Execute(PhotonView user, Taggable userTag, Transform target)
{
SpendResourcesNecessary(user, userTag);
instantiatedArea = PhotonNetwork.Instantiate("Abilities/" + aoePrefab.name, target.position, Quaternion.identity);
networkedAreaOfEffectOverTime = instantiatedArea.GetComponent<NetworkedProjectileAreaOfEffectOverTimeWithTickEvent>();
SetupValues(user, userTag);
networkedAreaOfEffectOverTime.Init(target);
}
private void SetupValues(PhotonView user, Taggable userTag)
{
networkedAreaOfEffectOverTime.owner = user;
networkedAreaOfEffectOverTime.ownerTag = userTag;
networkedAreaOfEffectOverTime.ability = this;
networkedAreaOfEffectOverTime.radius = radius;
networkedAreaOfEffectOverTime.telegraphDelay = telegraphDelay;
networkedAreaOfEffectOverTime.lifeSpan = lifeSpan;
networkedAreaOfEffectOverTime.duration = duration;
networkedAreaOfEffectOverTime.followUser = followUser;
networkedAreaOfEffectOverTime.followTarget = followTarget;
networkedAreaOfEffectOverTime.damageFollowingTarget = damageFollowingTarget;
networkedAreaOfEffectOverTime.canHitSelf = canHitSelf;
networkedAreaOfEffectOverTime.projectileAbility = projectileAbility;
}
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@ -35,9 +35,9 @@ public class NetworkedAreaOfEffect : MonoBehaviour, IPunObservable
protected Collider[] hits; protected Collider[] hits;
private bool waitingForDestroy = false; protected bool waitingForDestroy = false;
private List<GameObject> hitSpawnedVFXs = new List<GameObject>(); protected List<GameObject> hitSpawnedVFXs = new List<GameObject>();
protected GameObject hitSpawnedVFX; protected GameObject hitSpawnedVFX;
protected Vector3 hitPositionCorrected; protected Vector3 hitPositionCorrected;

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@ -108,6 +108,7 @@ public class NetworkedAreaOfEffectOverTime : NetworkedAreaOfEffect
protected override void CheckSurroundings() protected override void CheckSurroundings()
{ {
if (waitingForDestroy) return;
//TODO: spread the total value over ticks, for now just apply the instant effect every tick, manage tick values on effect applied //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) if (OptionalBoxOverlap != null)
{ {

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using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public class NetworkedProjectileAreaOfEffectOverTimeWithTickEvent : NetworkedAreaOfEffectOverTime
{
[Header("Visuals")]
[SerializeField] private GameObject hitParticlesPrefab;
public ProjectileAbility projectileAbility;
public UnityEvent<PhotonView, Taggable, List<Taggable>> onTickHappened = new UnityEvent<PhotonView, Taggable, List<Taggable>>();
NetworkedAntiProjectile possibleBlock;
private void Update()
{
if (!photonView.IsMine) return;
if (waitingForDestroy) return;
this.transform.position += this.transform.forward * projectileAbility.projectileSpeed * Time.deltaTime;
}
protected override void OnTickPerformed()
{
onTickHappened.Invoke(owner, ownerTag, targets);
}
private void OnTriggerEnter(Collider other)
{
if (waitingForDestroy) return;
possibleTarget = other.GetComponentInParent<PhotonView>();
if (possibleTarget != null)
{
if (!canHitSelf)
if (possibleTarget == owner) return;
}
target = other.GetComponentInParent<Taggable>();
if (target == null) return;
if (!target.IsValidTarget(projectileAbility.targettingTags)) return;
hitPositionCorrected = target.transform.position;
hitPositionCorrected.y = this.transform.position.y;
onTargetHit.Invoke(hitPositionCorrected);
if (!photonView.IsMine) return;
possibleBlock = target.GetComponentInParent<NetworkedAntiProjectile>();
if (possibleBlock != null)
{
waitingForDestroy = true;
possibleBlock.SendBlockNotice();
StartCoroutine(DelayedDestroy());
return;
}
foreach (BaseEffect effect in projectileAbility.abilityEffects)
{
effect.ApplyEffect(ownerTag, new List<Taggable> { target });
}
if (!projectileAbility.canPierce)
{
waitingForDestroy = true;
StartCoroutine(DelayedDestroy());
}
}
}

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