five hundred million if statements
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5 changed files with 203 additions and 44 deletions
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@ -1,4 +1,5 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.InputSystem;
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@ -6,62 +7,62 @@ public class MarisaAbilityHandler : MonoBehaviour
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{
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[SerializeField] private PlayerInput inputHandler;
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[SerializeField] private Marisa thisPlayer;
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[Header("Abilities")] //maybe have to make them public for when you're changing out abilities
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[SerializeField] private PlayerAbility mainAttack;
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[SerializeField] private PlayerAbility secondaryAttack;
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[SerializeField] private PlayerAbility spellA;
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[SerializeField] private PlayerAbility spellB;
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public List<PlayerAbility> abilities = new();
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[Header("Ability Instances")]
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public PlayerAbility mainAttackInstance;
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public PlayerAbility secondaryAttackInstance;
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public PlayerAbility spellAInstance;
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public PlayerAbility spellBInstance;
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public List<PlayerAbility> abilityInstances = new();
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[Header("UI")]
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public AbilityHotbarIcon mainIcon;
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public AbilityHotbarIcon secondaryIcon;
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public AbilityHotbarIcon spellAIcon;
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public AbilityHotbarIcon spellBIcon;
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public AbilityHotbarIcon[] hotbarIcons;
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//this is getting ridiculous
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private void Awake()
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{
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mainAttackInstance = Instantiate(mainAttack, transform);
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mainAttackInstance.thisPlayer = thisPlayer;
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mainIcon.UpdateAbility(mainAttackInstance);
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secondaryAttackInstance = Instantiate(secondaryAttack, transform);
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secondaryAttackInstance.thisPlayer = thisPlayer;
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secondaryIcon.UpdateAbility(secondaryAttackInstance);
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spellAInstance = Instantiate(spellA, transform);
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spellAInstance.thisPlayer = thisPlayer;
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spellAIcon.UpdateAbility(spellAInstance);
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spellBInstance = Instantiate(spellB, transform);
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spellBInstance.thisPlayer = thisPlayer;
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spellBIcon.UpdateAbility(spellBInstance);
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SetupAbilities();
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}
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public void SetupAbilities()
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{
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foreach (PlayerAbility oldAbility in abilityInstances)
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{
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Destroy(oldAbility.gameObject);
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}
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abilityInstances.Clear();
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int currentAbilityCount = 0;
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foreach (PlayerAbility ability in abilities)
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{
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PlayerAbility newAbility = Instantiate(ability, transform);
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abilityInstances.Add(newAbility);
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newAbility.thisPlayer = thisPlayer;
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hotbarIcons[currentAbilityCount].UpdateAbility(newAbility);
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currentAbilityCount++;
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Debug.Log(ability.abilityName);
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}
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}
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private void Update()
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{
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if (inputHandler.actions["MainAttack"].inProgress)
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{
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mainAttackInstance.TryAbility();
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mainIcon.UpdateCooldown();
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abilityInstances[0].TryAbility();
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hotbarIcons[0].UpdateCooldown();
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}
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else if (inputHandler.actions["SecondaryAttack"].inProgress)
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{
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secondaryAttackInstance.TryAbility();
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secondaryIcon.UpdateCooldown();
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abilityInstances[1].TryAbility();
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hotbarIcons[1].UpdateCooldown();
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}
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else if (inputHandler.actions["SpellA"].inProgress)
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{
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spellAInstance.TryAbility();
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spellAIcon.UpdateCooldown();
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abilityInstances[2].TryAbility();
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hotbarIcons[2].UpdateCooldown();
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}
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else if (inputHandler.actions["SpellB"].inProgress)
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{
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spellBInstance.TryAbility();
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spellBIcon.UpdateCooldown();
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abilityInstances[3].TryAbility();
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hotbarIcons[3].UpdateCooldown();
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}
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}
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}
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