SHE'S PULLING HER SPARK OUT
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16
Assets/Scripts/AbilityUIHandler.cs
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16
Assets/Scripts/AbilityUIHandler.cs
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using UnityEngine;
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public class AbilityUIHandler : MonoBehaviour
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{
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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2
Assets/Scripts/AbilityUIHandler.cs.meta
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Assets/Scripts/AbilityUIHandler.cs.meta
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fileFormatVersion: 2
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guid: e7a1d413a4177c296860fb5599a53a0b
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31
Assets/Scripts/AbilityUIObject.cs
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31
Assets/Scripts/AbilityUIObject.cs
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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public class AbilityUIObject : MonoBehaviour
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{
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[Header("Ability Identification")]
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[SerializeField] private Image abilityIcon;
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[SerializeField] private TextMeshProUGUI abilityName;
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[Header("Ability Stats")]
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[SerializeField] private TextMeshProUGUI damage;
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[SerializeField] private TextMeshProUGUI fireRate;
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[SerializeField] private TextMeshProUGUI piercing;
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[SerializeField] private TextMeshProUGUI projectileCount;
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[Header("Upgrades")]
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[SerializeField] private List<Transform> upgradeBoxes = new();
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public void UpdateUI(PlayerAbility ability)
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{
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abilityIcon.sprite = ability.abilityIcon;
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abilityName.text = ability.abilityName;
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damage.text = $"Damage: {ability.power}";
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fireRate.text = $"Fire rate: {ability.cooldown}s";
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if (ability.TryGetComponent(out FireBullet isBullet))
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{
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piercing.text = $"Piercing: {isBullet.pierceAmount}";
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projectileCount.text = $"Projectiles: {isBullet.projectileCount}";
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}
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}
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}
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2
Assets/Scripts/AbilityUIObject.cs.meta
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2
Assets/Scripts/AbilityUIObject.cs.meta
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fileFormatVersion: 2
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guid: a75a4c92b7f4707cb82c77fef57ae2b3
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@ -2,10 +2,10 @@ using UnityEngine;
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public class FireBullet : PlayerAbility
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{
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[Header("Stats")]
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[Header("Projectile Stats")]
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public int pierceAmount;
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public float accuracy;
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public float bulletLifetime;
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public float damage;
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public float projectileSpeed;
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public enum FireMode {Angled, Offset};
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@ -26,7 +26,8 @@ public class FireBullet : PlayerAbility
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{
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newProjectile.transform.position += new Vector3(Random.Range(-offset.x, offset.x), Random.Range(-offset.y, offset.y));
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}
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newProjectile.damage = damage;
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newProjectile.pierceAmount = pierceAmount;
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newProjectile.damage = power;
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newProjectile.speed = projectileSpeed;
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newProjectile.lifetime = bulletLifetime;
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newProjectile.transform.Rotate(0, 0, Random.Range(-accuracy, accuracy));
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@ -5,11 +5,14 @@ public class PlayerAbility : MonoBehaviour
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{
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[Header("Identification")]
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public string abilityName;
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public Sprite abilityIcon;
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public Marisa thisPlayer;
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[Header("Cooldown")]
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public bool canCooldown = true;
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public float cooldown;
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private float currentCooldown;
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[Header("Stats")]
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public float power;
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public void TryAbility()
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{
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