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Authored by
Charles
2021-01-28 10:46:44 -0600
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Commit
5fb399fb9aae5a58d3ac28095e8018e9f15ffae6
5fb399fb
1 parent
958ae651
abilities adjustments and fine tuning
Hide whitespace changes
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12 changed files
with
209 additions
and
93 deletions
FInal Year Project/Assets/Scenes/SampleScene.unity
FInal Year Project/Assets/Scripts/Abilities/Ability.cs
FInal Year Project/Assets/Scripts/Abilities/AbilitySlot.cs
FInal Year Project/Assets/Scripts/Abilities/AbilityUI.cs
FInal Year Project/Assets/Scripts/Abilities/Aoe_Ability.cs
FInal Year Project/Assets/Scripts/CharacterCombat.cs
FInal Year Project/Assets/Scripts/Character_Stats.cs
FInal Year Project/Assets/Scripts/Player Controls/PlayerManager.cs
FInal Year Project/Assets/Scripts/Player Controls/Player_Controller.cs
FInal Year Project/Assets/Scripts/Player Controls/Player_Movement.cs
FInal Year Project/Assets/Scripts/Player Controls/Player_Stats.cs
FInal Year Project/Assets/Test Abilities/Test AOE Ability.asset
FInal Year Project/Assets/Scenes/SampleScene.unity
View file @
5fb399f
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attackSpeed
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abilityCooldowns
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...
...
FInal Year Project/Assets/Scripts/Abilities/Ability.cs
View file @
5fb399f
...
...
@@ -20,7 +20,13 @@ public class Ability : ScriptableObject
protected
float
abilityValue
;
public
float
duration
;
public
float
cooldown
;
[
SerializeField
]
protected
float
cooldown
;
//[HideInInspector]
public
float
cooldownTimer
=
0
;
protected
Camera
cam
;
...
...
FInal Year Project/Assets/Scripts/Abilities/AbilitySlot.cs
View file @
5fb399f
...
...
@@ -8,6 +8,8 @@ public class AbilitySlot : MonoBehaviour
public
Player_Controller
playerController
;
public
KeyCode
activationKey
;
Ability
ability
;
...
...
@@ -18,6 +20,9 @@ public class AbilitySlot : MonoBehaviour
icon
.
sprite
=
ability
.
icon
;
icon
.
enabled
=
true
;
description
.
text
=
newAbility
.
description
;
}
//clears inventory slot
...
...
@@ -27,6 +32,7 @@ public class AbilitySlot : MonoBehaviour
icon
.
sprite
=
null
;
icon
.
enabled
=
false
;
description
.
text
=
""
;
}
//uses item in inventory slot
...
...
FInal Year Project/Assets/Scripts/Abilities/AbilityUI.cs
View file @
5fb399f
...
...
@@ -49,8 +49,8 @@ public class AbilityUI : MonoBehaviour
//FIX PLEASE FUTURE CHARLES
void
UpdateUI
()
{
characterStats
=
playerManager
.
player1
.
GetComponent
<
Player_Stats
>();
playerController
=
playerManager
.
player1
.
GetComponent
<
Player_Controller
>();
characterStats
=
playerManager
.
activePerson
.
GetComponent
<
Player_Stats
>();
playerController
=
playerManager
.
activePerson
.
GetComponent
<
Player_Controller
>();
for
(
int
i
=
0
;
i
<
slots
.
Length
;
i
++)
{
...
...
FInal Year Project/Assets/Scripts/Abilities/Aoe_Ability.cs
View file @
5fb399f
...
...
@@ -13,11 +13,11 @@ public class Aoe_Ability : Ability
[
SerializeField
]
private
TargetType
targetType
;
public
float
endPoint
;
//
public float endPoint;
public
Vector3
origin
;
p
rivate
bool
selfOrigin
=
false
;
p
ublic
bool
selfOrigin
=
false
;
[
SerializeField
]
private
List
<
CharacterCombat
>
targets
=
new
List
<
CharacterCombat
>();
...
...
@@ -26,6 +26,13 @@ public class Aoe_Ability : Ability
{
base
.
Use
(
user
);
if
(
cooldownTimer
>=
0
)
{
Debug
.
Log
(
"Ability on cooldown"
);
return
;
}
cooldownTimer
=
cooldown
;
if
(
selfOrigin
)
origin
=
user
.
transform
.
position
;
else
{
...
...
@@ -40,84 +47,106 @@ public class Aoe_Ability : Ability
if
(
origin
!=
null
)
{
Collider
[]
colliderArray
;
if
(
aoeType
!=
AOEType
.
Cone
)
if
(
aoeType
==
AOEType
.
Cube
||
aoeType
==
AOEType
.
Sphere
)
CheckArea
();
else
else
if
(
aoeType
==
AOEType
.
Cone
)
CheckCone
();
else
if
(
aoeType
==
AOEType
.
Line
)
CheckLine
();
foreach
(
var
target
in
targets
)
{
target
.
AbilityHit
(
user
.
GetComponent
<
Character_Stats
>());
Debug
.
Log
(
target
+
" was hit at coordinates: "
+
origin
);
user
.
GetComponent
<
CharacterCombat
>().
AbilityHit
(
target
.
GetMyStats
());
}
targets
.
Clear
();
}
targets
.
Clear
();
}
private
void
CheckCone
()
{
Collider
[]
colliderArray
=
Physics
.
OverlapSphere
(
origin
,
areaSize
);
foreach
(
var
collider
in
colliderArray
)
if
(
colliderArray
!=
null
)
{
Vector3
directionTowardT
=
collider
.
transform
.
position
-
origin
;
float
angleFromConeCenter
=
Vector3
.
Angle
(
directionTowardT
,
Vector3
.
forward
);
foreach
(
var
collider
in
colliderArray
)
{
Vector3
directionTowardT
=
collider
.
transform
.
position
-
origin
;
float
angleFromConeCenter
=
Vector3
.
Angle
(
directionTowardT
,
Vector3
.
forward
);
CharacterCombat
colliderCombat
=
collider
.
gameObject
.
GetComponent
<
CharacterCombat
>();
CharacterCombat
colliderCombat
=
collider
.
gameObject
.
GetComponent
<
CharacterCombat
>();
if
(
colliderCombat
!=
null
&&
angleFromConeCenter
<=
45
)
{
switch
(
targetType
)
if
(
colliderCombat
!=
null
&&
angleFromConeCenter
<=
45
)
{
case
TargetType
.
Ally
:
if
(
colliderCombat
.
tag
==
"Ally"
)
targets
.
Add
(
colliderCombat
);
break
;
switch
(
targetType
)
{
case
TargetType
.
Ally
:
if
(
colliderCombat
.
tag
==
"Ally"
)
targets
.
Add
(
colliderCombat
);
break
;
case
TargetType
.
Enemy
:
if
(
colliderCombat
.
tag
==
"Enemy"
)
targets
.
Add
(
colliderCombat
);
break
;
case
TargetType
.
Enemy
:
if
(
colliderCombat
.
tag
==
"Enemy"
)
targets
.
Add
(
colliderCombat
);
break
;
case
TargetType
.
Any
:
targets
.
Add
(
colliderCombat
);
break
;
case
TargetType
.
Any
:
targets
.
Add
(
colliderCombat
);
break
;
default
:
targets
.
Add
(
colliderCombat
);
break
;
default
:
targets
.
Add
(
colliderCombat
);
break
;
}
}
}
}
}
private
void
CheckLine
()
{
Ray
aoeLineRay
=
new
Ray
(
user
.
transform
.
position
,
user
.
transform
.
TransformDirection
(
Vector3
.
forward
)
*
2
);
RaycastHit
[]
collidersHit
=
Physics
.
RaycastAll
(
aoeLineRay
,
areaSize
);
if
(
collidersHit
!=
null
)
{
foreach
(
var
rayHit
in
collidersHit
)
{
CharacterCombat
colliderCombat
=
rayHit
.
collider
.
gameObject
.
GetComponent
<
CharacterCombat
>();
if
(
colliderCombat
!=
null
)
{
switch
(
targetType
)
{
case
TargetType
.
Ally
:
if
(
colliderCombat
.
tag
==
"Ally"
)
targets
.
Add
(
colliderCombat
);
break
;
case
TargetType
.
Enemy
:
if
(
colliderCombat
.
tag
==
"Enemy"
)
targets
.
Add
(
colliderCombat
);
break
;
case
TargetType
.
Any
:
targets
.
Add
(
colliderCombat
);
break
;
}
}
}
}
}
private
void
CheckArea
()
{
Collider
[]
collidersNear
=
null
;
if
(
aoeType
==
AOEType
.
Cube
)
if
(
aoeType
==
AOEType
.
Cube
)
collidersNear
=
Physics
.
OverlapBox
(
origin
,
new
Vector3
(
areaSize
,
areaSize
,
areaSize
));
else
if
(
aoeType
==
AOEType
.
Sphere
)
else
if
(
aoeType
==
AOEType
.
Sphere
)
collidersNear
=
Physics
.
OverlapSphere
(
origin
,
areaSize
);
if
(
aoeType
==
AOEType
.
Line
)
{
Ray
aoeLineRay
=
new
Ray
(
user
.
transform
.
position
,
Vector3
.
forward
);
RaycastHit
[]
collidersHit
=
Physics
.
RaycastAll
(
aoeLineRay
);
for
(
int
i
=
0
;
i
<
collidersHit
.
Length
;
i
++)
{
collidersNear
[
i
]
=
collidersHit
[
i
].
collider
;
}
}
if
(
collidersNear
!=
null
)
{
foreach
(
var
collider
in
collidersNear
)
...
...
@@ -139,22 +168,11 @@ public class Aoe_Ability : Ability
case
TargetType
.
Any
:
targets
.
Add
(
colliderCombat
);
break
;
default
:
targets
.
Add
(
colliderCombat
);
break
;
}
}
}
}
}
private
void
OnDrawGizmos
()
{
Gizmos
.
color
=
Color
.
red
;
Gizmos
.
DrawSphere
(
origin
,
areaSize
);
}
}
public
enum
AOEType
{
Sphere
,
Cube
,
Cone
,
Line
}
...
...
FInal Year Project/Assets/Scripts/CharacterCombat.cs
View file @
5fb399f
...
...
@@ -11,16 +11,25 @@ public class CharacterCombat : MonoBehaviour
public
float
attackSpeed
=
1f
;
private
float
attackCooldown
=
0f
;
public
List
<
float
>
abilityCooldowns
=
new
List
<
float
>();
private
void
Start
()
{
myStats
=
GetComponent
<
Character_Stats
>();
attackSpeed
=
myStats
.
attackSpeed
.
GetValue
();
foreach
(
Ability
ability
in
myStats
.
abilities
)
{
ability
.
cooldownTimer
=
0
;
}
}
private
void
Update
()
{
attackCooldown
-=
Time
.
deltaTime
;
foreach
(
Ability
ability
in
myStats
.
abilities
)
{
ability
.
cooldownTimer
-=
Time
.
deltaTime
;
}
}
//method for attackng another character
...
...
@@ -38,10 +47,15 @@ public class CharacterCombat : MonoBehaviour
}
}
public
Character_Stats
GetMyStats
(){
return
myStats
;
}
public
void
AbilityHit
(
Character_Stats
targetStats
)
{
//Debug.Log(targetStats + " was hit by an ability");
//tells attack target's stats that they take damage
targetStats
.
TakeDam
(
myStats
.
damage
.
GetValue
());
}
public
float
GetAttackCooldown
()
{
return
attackCooldown
;
}
...
...
FInal Year Project/Assets/Scripts/Character_Stats.cs
View file @
5fb399f
...
...
@@ -22,9 +22,6 @@ public class Character_Stats : MonoBehaviour
{
ability
.
SetCam
(
Camera
.
main
);
}
curHP
=
maxHP
.
GetValue
();
}
...
...
FInal Year Project/Assets/Scripts/Player Controls/PlayerManager.cs
View file @
5fb399f
...
...
@@ -23,6 +23,8 @@ public class PlayerManager : MonoBehaviour
public
Player_Controller
activePerson
;
void
Start
()
{
activePerson
=
player1
.
GetComponent
<
Player_Controller
>();
...
...
@@ -32,6 +34,9 @@ public class PlayerManager : MonoBehaviour
void
Update
()
{
//abilityCooldown -= Time.deltaTime;
//press 1 on keyboard to switch to character 1
if
(
Input
.
GetKeyDown
(
KeyCode
.
Alpha1
))
{
...
...
@@ -57,5 +62,19 @@ public class PlayerManager : MonoBehaviour
onCharacterChangeCallback
.
Invoke
();
}
}
if
(
Input
.
GetKeyDown
(
KeyCode
.
Q
))
{
activePerson
.
GetComponent
<
Player_Stats
>().
abilities
[
0
].
Use
(
activePerson
.
gameObject
);
}
if
(
Input
.
GetKeyDown
(
KeyCode
.
W
))
{
activePerson
.
GetComponent
<
Player_Stats
>().
abilities
[
1
].
Use
(
activePerson
.
gameObject
);
}
if
(
Input
.
GetKeyDown
(
KeyCode
.
E
))
{
activePerson
.
GetComponent
<
Player_Stats
>().
abilities
[
2
].
Use
(
activePerson
.
gameObject
);
}
}
}
...
...
FInal Year Project/Assets/Scripts/Player Controls/Player_Controller.cs
View file @
5fb399f
...
...
@@ -44,12 +44,14 @@ public class Player_Controller : MonoBehaviour
if
(
Physics
.
Raycast
(
ray
,
out
hit
,
100
))
{
//Debug.Log("We hit: " + hit.collider.name + " " + hit.point);
//Left mouse button click move
movement
.
MovetoPoint
(
hit
.
point
);
movement
.
moveTarget
.
transform
.
position
=
hit
.
point
;
RemoveFocus
();
movement
.
FollowTarget
(
movement
.
moveTarget
.
gameObject
);
}
}
...
...
@@ -70,9 +72,6 @@ public class Player_Controller : MonoBehaviour
}
}
}
}
//Sets the player's focus
...
...
@@ -92,7 +91,6 @@ public class Player_Controller : MonoBehaviour
//Tells interactable that they are being focused by the player
newFocus
.
OnFocused
(
transform
);
}
//removes the player's current focus
...
...
FInal Year Project/Assets/Scripts/Player Controls/Player_Movement.cs
View file @
5fb399f
...
...
@@ -6,7 +6,9 @@ using UnityEngine.AI;
//[RequireComponent(typeof(NavMeshAgent))]
public
class
Player_Movement
:
MonoBehaviour
{
Transform
target
;
Transform
target
;
public
GameObject
moveTarget
;
NavMeshAgent
agent
;
...
...
@@ -25,9 +27,10 @@ public class Player_Movement : MonoBehaviour
}
}
public
void
MovetoPoint
(
Vector3
p
oint
)
public
void
MovetoPoint
(
Vector3
newP
oint
)
{
agent
.
SetDestination
(
point
);
moveTarget
.
transform
.
position
=
newPoint
;
FollowTarget
(
moveTarget
);
}
public
void
FollowTarget
(
Interactable
newTarget
)
...
...
@@ -42,6 +45,7 @@ public class Player_Movement : MonoBehaviour
agent
.
stoppingDistance
=
3
*
0.8f
;
agent
.
updateRotation
=
false
;
target
=
newTarget
.
transform
;
//Debug.Log("Target is: " + target);
}
public
void
StopFollowTarget
()
...
...
FInal Year Project/Assets/Scripts/Player Controls/Player_Stats.cs
View file @
5fb399f
...
...
@@ -10,8 +10,12 @@ public class Player_Stats : Character_Stats
void
Start
()
{
equipManager
=
GetComponent
<
EquipmentManager
>();
equipManager
.
onEquipmentChanged
+=
OnEquipmentChanged
;
equipManager
.
onEquipmentChanged
+=
OnEquipmentChanged
;
foreach
(
Ability
ability
in
abilities
)
{
ability
.
SetCam
(
Camera
.
main
);
}
}
void
OnEquipmentChanged
(
Equipment
newItem
,
Equipment
oldItem
)
...
...
FInal Year Project/Assets/Test Abilities/Test AOE Ability.asset
View file @
5fb399f
...
...
@@ -12,20 +12,20 @@ MonoBehaviour:
m_Script
:
{
fileID
:
11500000
,
guid
:
9a40401784437aa48bf06c3387427385
,
type
:
3
}
m_Name
:
Test AOE Ability
m_EditorClassIdentifier
:
name
:
New Ability
description
:
ability does thing
icon
:
{
fileID
:
0
}
name
:
Test AOE ability 1
description
:
Explodes in a sphere
icon
:
{
fileID
:
10907
,
guid
:
0000000000000000f000000000000000
,
type
:
0
}
buffList
:
debuffList
:
doesDamage
:
0
doesDamage
:
1
doesHealing
:
0
abilityValue
:
0
abilityValue
:
5
duration
:
0
cooldown
:
0
areaSize
:
0
a
oeType
:
0
targetType
:
0
endPoint
:
0
damageMod
:
0
origin
:
{
fileID
:
0
}
cooldown
:
1
0
cooldownTimer
:
-242.27454
a
reaSize
:
1
0
aoeType
:
2
targetType
:
2
origin
:
{
x
:
2.2270322
,
y
:
-0.44
,
z
:
-19.48202
}
selfOrigin
:
0
targets
:
[]
...
...
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