you really gotta calm down, marisa...
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68 changed files with 990 additions and 44 deletions
23
Assets/Scripts/Abilities/PlayerAbilities/BeamCollider.cs
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23
Assets/Scripts/Abilities/PlayerAbilities/BeamCollider.cs
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using System;
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using UnityEngine;
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public class BeamCollider : MonoBehaviour
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{
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public Laser thisLaser;
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private void OnTriggerEnter2D(Collider2D other)
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{
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if (!other.CompareTag(thisLaser.thisPlayer.tag) && other.TryGetComponent(out Entity isEntity))
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{
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thisLaser.enemyList.Add(isEntity);
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}
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}
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private void OnTriggerExit2D(Collider2D other)
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{
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if (!other.CompareTag(thisLaser.thisPlayer.tag) && other.TryGetComponent(out Entity isEntity) && thisLaser.enemyList.Contains(isEntity))
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{
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thisLaser.enemyList.Remove(isEntity);
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}
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}
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}
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fileFormatVersion: 2
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guid: fa1b7388657a56c7a91ace02c52cd5ee
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36
Assets/Scripts/Abilities/PlayerAbilities/FireBullet.cs
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36
Assets/Scripts/Abilities/PlayerAbilities/FireBullet.cs
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using UnityEngine;
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public class FireBullet : PlayerAbility
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{
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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 projectileSpeed;
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public enum FireMode {Angled, Offset};
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[Header("Projectile")]
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public FireMode fireMode = FireMode.Offset;
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public Vector2 offset;
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public float angle;
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[SerializeField] private Projectile projectile;
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protected override void AbilityEffects()
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{
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for (int i = 0; i < projectileCount; i++)
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{
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Projectile newProjectile = Instantiate(projectile, thisPlayer.firingPointBase.position, transform.rotation);
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newProjectile.RotateToTarget(thisPlayer.firingPoint.position);
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newProjectile.transform.position = thisPlayer.firingPoint.position; //me when i set the position 3 times in a row. but it's to prevent the bullets firing behind marisa
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if (fireMode == FireMode.Offset && projectileCount > 1)
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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.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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newProjectile.tag = thisPlayer.tag;
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}
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}
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}
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fileFormatVersion: 2
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guid: 62c2c7dce05d07c06b237843ff48ab2e
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81
Assets/Scripts/Abilities/PlayerAbilities/Laser.cs
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81
Assets/Scripts/Abilities/PlayerAbilities/Laser.cs
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using System;
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using System.Collections.Generic;
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using Core.Extensions;
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using UnityEngine;
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public class Laser : PlayerAbility
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{
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[Header("Laser Properties")]
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public float length;
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public float width;
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public float duration;
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protected float currentDuration;
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[Header("Beam")]
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[SerializeField] protected BeamCollider beamObject;
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private BeamCollider beamObjectInstance;
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public float turnSpeed;
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public float offset;
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[Header("Weapon Properties")]
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[HideInInspector] public List<Entity> enemyList = new();
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public float damageDebounceTime;
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protected float currentDebounce;
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private void Start()
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{
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CreateBeam();
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}
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protected override void AbilityEffects()
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{
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canCooldown = false;
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currentDuration = duration;
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currentDebounce = damageDebounceTime;
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beamObjectInstance.gameObject.SetActive(true);
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transform.Lookat2D(thisPlayer.mouseWorldPos);
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}
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protected override void Update()
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{
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base.Update();
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if (currentDuration > 0)
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{
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Vector3 direction = (thisPlayer.mouseWorldPos - (Vector2)transform.position).normalized;
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float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
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transform.rotation = Quaternion.RotateTowards(beamObjectInstance.transform.rotation, Quaternion.Euler(0,0,angle), turnSpeed * Time.deltaTime);
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currentDuration -= Time.deltaTime;
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if (currentDebounce > 0)
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{
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currentDebounce -= Time.deltaTime;
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if (currentDebounce <= 0)
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{
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foreach (Entity enemy in enemyList.ToArray())
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{
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if (!enemy)
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{
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enemyList.Remove(enemy);
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continue;
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}
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enemy.TakeDamage(power);
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}
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currentDebounce = damageDebounceTime;
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}
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}
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if (currentDuration <= 0)
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{
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canCooldown = true;
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beamObjectInstance.gameObject.SetActive(false);
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}
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}
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}
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protected virtual void CreateBeam()
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{
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beamObjectInstance = Instantiate(beamObject, transform.position, Quaternion.identity);
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beamObjectInstance.transform.SetParent(transform);
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beamObjectInstance.transform.localScale = new Vector3(length, width, 1);
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beamObjectInstance.transform.Translate(Vector3.right * (beamObjectInstance.transform.localScale.x * 0.5f) + new Vector3(offset, 0, 0));
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beamObjectInstance.thisLaser = this;
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beamObjectInstance.gameObject.SetActive(false);
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}
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//maybe we should've made this a projectile instead of an ability lol
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//its ok we can work with this still
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}
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2
Assets/Scripts/Abilities/PlayerAbilities/Laser.cs.meta
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2
Assets/Scripts/Abilities/PlayerAbilities/Laser.cs.meta
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fileFormatVersion: 2
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guid: d0cf7f93f057ff904b45c1d01f3de323
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using System.Collections.Generic;
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using UnityEngine;
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public class NondirectionalLaser : Laser
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{
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[SerializeField] private int beamCount = 1;
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[SerializeField] private Transform beamRoot;
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private List<BeamCollider> beamInstances = new();
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protected override void AbilityEffects()
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{
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canCooldown = false;
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currentDuration = duration;
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currentDebounce = damageDebounceTime;
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beamRoot.gameObject.SetActive(true);
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}
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protected override void Update()
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{
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//we're doing this the stupid way i guess because i am stupid
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if (currentCooldown > 0)
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{
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currentCooldown -= Time.deltaTime;
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}
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if (currentDuration > 0)
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{
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// i think i can just put spinobject in it and that'll work lol
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if (currentDebounce > 0)
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{
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currentDebounce -= Time.deltaTime;
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if (currentDebounce <= 0)
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{
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foreach (Entity enemy in enemyList.ToArray())
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{
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if (!enemy)
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{
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enemyList.Remove(enemy);
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continue;
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}
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enemy.TakeDamage(power);
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}
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currentDebounce = damageDebounceTime;
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}
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}
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if (currentDuration <= 0)
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{
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canCooldown = true;
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beamRoot.gameObject.SetActive(false);
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}
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}
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}
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protected override void CreateBeam()
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{
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float rotationAmount = 360f / beamCount;
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for (int i = 0; i < beamCount; i++)
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{
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BeamCollider newBeamObjectInstance = Instantiate(beamObject, transform.position, Quaternion.identity);
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beamInstances.Add(newBeamObjectInstance);
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newBeamObjectInstance.transform.SetParent(beamRoot);
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newBeamObjectInstance.transform.localScale = new Vector3(length, width, 1);
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newBeamObjectInstance.transform.Translate(Vector3.right * (newBeamObjectInstance.transform.localScale.x * 0.5f) + new Vector3(offset, 0, 0));
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newBeamObjectInstance.transform.RotateAround(beamRoot.position, Vector3.forward, rotationAmount * i);
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newBeamObjectInstance.thisLaser = this;
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}
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beamRoot.gameObject.SetActive(false);
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}
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}
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fileFormatVersion: 2
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guid: b2d9c1454ecf94f459c14e302b316986
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40
Assets/Scripts/Abilities/PlayerAbilities/PlayerAbility.cs
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40
Assets/Scripts/Abilities/PlayerAbilities/PlayerAbility.cs
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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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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protected float currentCooldown;
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[Header("Stats")]
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public float power;
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public float projectileCount;
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public HashSet<AbilityUpgrade> attachedUpgrades = new();
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public void TryAbility()
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{
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if (currentCooldown <= 0 && canCooldown)
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{
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currentCooldown = cooldown;
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AbilityEffects();
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}
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}
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protected virtual void AbilityEffects()
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{
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}
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protected virtual void Update()
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{
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if (currentCooldown > 0)
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{
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currentCooldown -= Time.deltaTime;
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}
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}
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}
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@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: f5c5f92fbdbe28abb8404bf5c5d1977b
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