first commit

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2026-06-04 21:37:43 +03:00
commit a6ea987b0d
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using OTG.Lab06.Characters;
using UnityEngine;
namespace OTG.Lab06.Abilities
{
public readonly struct AbilityCastContext
{
public AbilityCastContext(AbilityData ability, Transform caster, PlayerStats playerStats, Vector3 origin, Vector3 forward)
{
Ability = ability;
Caster = caster;
PlayerStats = playerStats;
Origin = origin;
Forward = forward.sqrMagnitude <= 0.0001f ? Vector3.forward : forward.normalized;
}
public AbilityData Ability { get; }
public Transform Caster { get; }
public PlayerStats PlayerStats { get; }
public Vector3 Origin { get; }
public Vector3 Forward { get; }
}
}
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using UnityEngine;
namespace OTG.Lab06.Abilities
{
[CreateAssetMenu(menuName = "OTG/Lab06/Ability Data", fileName = "AbilityData")]
public sealed class AbilityData : ScriptableObject
{
[Header("Identity")]
public string abilityId;
public string abilityName;
[TextArea(2, 5)] public string description;
public Sprite icon;
[Header("Numbers")]
public float manaCost;
public float cooldown;
public float damage;
public float castRange;
[Header("Behaviour")]
public GameObject effectPrefab;
}
}
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using UnityEngine;
namespace OTG.Lab06.Abilities
{
public abstract class AbilityEffect : MonoBehaviour
{
public abstract void Activate(AbilityCastContext context);
}
}
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using System;
using System.Collections.Generic;
using OTG.Lab06.Characters;
using UnityEngine;
namespace OTG.Lab06.Abilities
{
public sealed class AbilityManager : MonoBehaviour
{
[SerializeField] private PlayerStats playerStats;
[SerializeField] private Transform castOrigin;
[SerializeField] private List<AbilityData> learnedAbilities = new List<AbilityData>();
private readonly List<AbilityRuntime> runtimes = new List<AbilityRuntime>();
public event Action<IReadOnlyList<AbilityRuntime>> AbilitiesChanged;
public event Action ResourcesChanged;
public IReadOnlyList<AbilityRuntime> Abilities => runtimes;
private void Awake()
{
if (playerStats == null)
{
playerStats = GetComponent<PlayerStats>();
}
if (castOrigin == null)
{
castOrigin = transform;
}
RebuildRuntime();
}
private void Update()
{
for (int i = 0; i < runtimes.Count; i++)
{
runtimes[i].Tick(Time.deltaTime);
}
HandleHotkeys();
AbilitiesChanged?.Invoke(runtimes);
}
public void SetLearnedAbilities(IEnumerable<AbilityData> abilities)
{
learnedAbilities.Clear();
learnedAbilities.AddRange(abilities);
RebuildRuntime();
}
public bool TryCast(int abilityIndex)
{
if (abilityIndex < 0 || abilityIndex >= runtimes.Count)
{
return false;
}
AbilityRuntime runtime = runtimes[abilityIndex];
AbilityData ability = runtime.Data;
if (ability == null || !runtime.IsReady || playerStats == null || !playerStats.SpendMana(ability.manaCost))
{
return false;
}
if (ability.effectPrefab == null)
{
Debug.LogWarning($"Ability '{ability.abilityName}' has no effect prefab.", ability);
playerStats.RestoreMana(ability.manaCost);
return false;
}
Quaternion rotation = Quaternion.LookRotation(GetCastForward(), Vector3.up);
GameObject effectObject = Instantiate(ability.effectPrefab, GetCastOrigin(), rotation);
AbilityEffect effect = effectObject.GetComponent<AbilityEffect>();
if (effect == null)
{
Debug.LogWarning($"Ability prefab '{ability.effectPrefab.name}' has no AbilityEffect component.", ability.effectPrefab);
Destroy(effectObject);
playerStats.RestoreMana(ability.manaCost);
return false;
}
var context = new AbilityCastContext(ability, transform, playerStats, GetCastOrigin(), GetCastForward());
effect.Activate(context);
runtime.StartCooldown();
ResourcesChanged?.Invoke();
AbilitiesChanged?.Invoke(runtimes);
return true;
}
private void RebuildRuntime()
{
runtimes.Clear();
foreach (AbilityData ability in learnedAbilities)
{
if (ability != null)
{
runtimes.Add(new AbilityRuntime(ability));
}
}
AbilitiesChanged?.Invoke(runtimes);
}
private void HandleHotkeys()
{
for (int i = 0; i < runtimes.Count && i < 9; i++)
{
if (Input.GetKeyDown((KeyCode)((int)KeyCode.Alpha1 + i)))
{
TryCast(i);
}
}
}
private Vector3 GetCastOrigin()
{
return castOrigin == null ? transform.position + Vector3.up : castOrigin.position;
}
private Vector3 GetCastForward()
{
if (Camera.main != null)
{
Vector3 cameraForward = Camera.main.transform.forward;
cameraForward.y = 0f;
if (cameraForward.sqrMagnitude > 0.01f)
{
return cameraForward.normalized;
}
}
Vector3 forward = transform.forward;
forward.y = 0f;
return forward.sqrMagnitude <= 0.01f ? Vector3.forward : forward.normalized;
}
}
}
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using System;
using UnityEngine;
namespace OTG.Lab06.Abilities
{
[Serializable]
public sealed class AbilityRuntime
{
public AbilityRuntime(AbilityData data)
{
Data = data;
}
public AbilityData Data { get; }
public float CooldownRemaining { get; private set; }
public bool IsReady => CooldownRemaining <= 0f;
public float CooldownNormalized => Data == null || Data.cooldown <= 0f ? 0f : Mathf.Clamp01(CooldownRemaining / Data.cooldown);
public void Tick(float deltaTime)
{
if (CooldownRemaining <= 0f)
{
return;
}
CooldownRemaining = Mathf.Max(0f, CooldownRemaining - deltaTime);
}
public void StartCooldown()
{
CooldownRemaining = Data == null ? 0f : Mathf.Max(0f, Data.cooldown);
}
}
}
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