- save/load equip and inventory correctly using character name - added boss behaviours - added boss unique abilities
83 lines
3.1 KiB
C#
83 lines
3.1 KiB
C#
using Photon.Pun;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[CreateAssetMenu(fileName = "AoEOverTimeAbility", menuName = "RiftMayhem/AbilitySystem/Abilities/Area of Effect Over Time Ability", order = 0)]
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public class AreaOfEffectOverTimeAbility : AreaOfEffectAbility
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{
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public float duration;
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public bool followUser;
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public bool followTarget;
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public bool damageFollowingTarget;
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private NetworkedAreaOfEffectOverTime networkedAreaOfEffectOverTime;
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public override void Execute(PhotonView user, Taggable userTag)
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{
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user.GetComponent<Mana>().ChangeValue(-manaCost);
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if (spawnUnderUser)
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{
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instantiatedArea = PhotonNetwork.Instantiate("Abilities/" + aoePrefab.name, user.transform.position, Quaternion.identity);
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//instantiatedArea.transform.parent = user.transform;
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networkedAreaOfEffectOverTime = instantiatedArea.GetComponent<NetworkedAreaOfEffectOverTime>();
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SetupValues(user, userTag);
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networkedAreaOfEffectOverTime.Init();
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return;
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}
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instantiatedArea = PhotonNetwork.Instantiate("Abilities/" + aoePrefab.name, user.GetComponentInChildren<AoERayHitLocationSnapshotController>().aoeRayHitLocationSnapshot.position, Quaternion.identity);
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networkedAreaOfEffectOverTime = instantiatedArea.GetComponent<NetworkedAreaOfEffectOverTime>();
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SetupValues(user, userTag);
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networkedAreaOfEffectOverTime.Init();
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}
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public override void Execute(PhotonView user, Taggable userTag, Vector3 point)
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{
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user.GetComponent<Mana>().ChangeValue(-manaCost);
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instantiatedArea = PhotonNetwork.Instantiate("Abilities/" + aoePrefab.name, point, Quaternion.identity);
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networkedAreaOfEffectOverTime = instantiatedArea.GetComponent<NetworkedAreaOfEffectOverTime>();
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SetupValues(user, userTag);
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networkedAreaOfEffectOverTime.Init();
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}
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public override void Execute(PhotonView user, Taggable userTag, Transform target)
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{
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base.Execute(user, userTag, target);
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instantiatedArea = PhotonNetwork.Instantiate("Abilities/" + aoePrefab.name, target.position, Quaternion.identity);
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networkedAreaOfEffectOverTime = instantiatedArea.GetComponent<NetworkedAreaOfEffectOverTime>();
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SetupValues(user, userTag);
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networkedAreaOfEffectOverTime.Init(target);
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}
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private void SetupValues(PhotonView user, Taggable userTag)
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{
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networkedAreaOfEffectOverTime.owner = user;
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networkedAreaOfEffectOverTime.ownerTag = userTag;
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networkedAreaOfEffectOverTime.ability = this;
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networkedAreaOfEffectOverTime.radius = radius;
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networkedAreaOfEffectOverTime.telegraphDelay = telegraphDelay;
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networkedAreaOfEffectOverTime.lifeSpan = lifeSpan;
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networkedAreaOfEffectOverTime.duration = duration;
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networkedAreaOfEffectOverTime.followUser = followUser;
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networkedAreaOfEffectOverTime.followTarget = followTarget;
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networkedAreaOfEffectOverTime.damageFollowingTarget = damageFollowingTarget;
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networkedAreaOfEffectOverTime.canHitSelf = canHitSelf;
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}
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}
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