RiftMayhem/Assets/Scripts/Player/AbilityKeyBinder.cs
Pedro Gomes 5a48a23de1 Cooldown for players & bugfixing
- ability cooldown tracker implemented on players.
- added cooldowns to multiple player spells.
- added cooldown tracking on Ability bind instances, allowing players to see their spell icon on cooldown, filling out.
- fixed melee slash hit vfx, no longer spawning on non-targettable units.
- fixed area of effect over time bug that prevented it deal damage if it was following a target and had "!damagefollowingtarget" flag.
- added callback on blend in /out for death related VFX
2024-07-21 11:05:48 +01:00

139 lines
4.3 KiB
C#

using Kryz.CharacterStats.Examples;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AbilityKeyBinder : MonoBehaviour
{
[Header("Listeners:")]
[SerializeField] private GameEventListener onLocalPlayerFainted;
[SerializeField] private GameEventListener onLocalPlayerPermaDeath;
[SerializeField] private GameEventListener onLocalPlayerRevived;
[Space]
[SerializeField] private BaseAbility ability;
[SerializeField] private GameKey key;
[SerializeField] private CastingStateController castingStateController;
[SerializeField] private GameEvent_AbilityKeyBinder onAbilityKeyBinderSpawned;
private PhotonView user;
private Taggable userTag;
private Mana mana;
public BaseAbility Ability => ability;
public GameKey GameKey => key;
Coroutine currentChanneling;
NetworkedChanneling networkedChanneling;
AbilityBindInstance abilityBindInstance;
AbilityCooldownTracker cooldownTracker;
bool isDead = false;
private void Awake()
{
user = GetComponentInParent<PhotonView>();
userTag = GetComponentInParent<Taggable>();
mana = GetComponentInParent<Mana>();
cooldownTracker = user.GetComponentInChildren<AbilityCooldownTracker>();
}
private void Start()
{
if (!user.IsMine)
{
this.enabled = false;
return;
}
onLocalPlayerFainted.Response.AddListener(() =>
{
isDead = true;
});
onLocalPlayerPermaDeath.Response.AddListener(() =>
{
isDead = true;
});
onLocalPlayerRevived.Response.AddListener(() =>
{
isDead = false;
});
onAbilityKeyBinderSpawned.Raise(this);
}
// Update is called once per frame
void Update()
{
if (isDead) return;
if (Input.GetKeyDown(key.keyCode))
{
if (abilityBindInstance != null)
abilityBindInstance.pressed.SetActive(true);
if (IsAbilityOffCooldown() && mana.EnoughMana(ability.manaCost))
{
if (ability is ChanneledAbility)
{
castingStateController.RequestAbilityChannel(ability, () =>
{
networkedChanneling = ((ChanneledAbility)ability).ExecuteChannel(user, userTag, ref currentChanneling);
if (ability.cooldown > 0)
{
cooldownTracker.StartAbilityCooldown(ability);
abilityBindInstance.StartCooldownTrackerUI();
}
});
}
else
{
castingStateController.RequestAbilityCast(ability, () =>
{
ability.Execute(user, userTag);
if (ability.cooldown > 0)
{
cooldownTracker.StartAbilityCooldown(ability);
abilityBindInstance.StartCooldownTrackerUI();
}
});
}
}
}
if (Input.GetKeyUp(key.keyCode))
{
if (abilityBindInstance != null)
abilityBindInstance.pressed.SetActive(false);
if (currentChanneling != null)
{
StopCoroutine(currentChanneling);
castingStateController.ResetChannelingCast();
CastBarHandler.Instance.CancelChannelingOnButtonReleased();
}
if (networkedChanneling != null)
{
networkedChanneling.channeling = false;
networkedChanneling.DisableVisuals();
}
}
}
public void SetupAbilityBindInstance(AbilityBindInstance abilityBindInstance)
{
this.abilityBindInstance = abilityBindInstance;
mana.onResourceChanged.AddListener(OnManaChanged);
}
public void OnManaChanged(float currentMana)
{
abilityBindInstance.noMana.SetActive(!mana.EnoughMana(ability.manaCost));
}
public bool IsAbilityOffCooldown()
{
return ability.cooldown <= 0 || !cooldownTracker.OnCooldown(ability);
}
}