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using System;
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using System.Collections.Generic;
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using OTG.Lab06.Characters;
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using UnityEngine;
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namespace OTG.Lab06.Abilities
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{
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public sealed class AbilityManager : MonoBehaviour
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{
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[SerializeField] private PlayerStats playerStats;
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[SerializeField] private Transform castOrigin;
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[SerializeField] private List<AbilityData> learnedAbilities = new List<AbilityData>();
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private readonly List<AbilityRuntime> runtimes = new List<AbilityRuntime>();
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public event Action<IReadOnlyList<AbilityRuntime>> AbilitiesChanged;
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public event Action ResourcesChanged;
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public IReadOnlyList<AbilityRuntime> Abilities => runtimes;
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private void Awake()
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{
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if (playerStats == null)
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{
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playerStats = GetComponent<PlayerStats>();
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}
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if (castOrigin == null)
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{
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castOrigin = transform;
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}
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RebuildRuntime();
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}
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private void Update()
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{
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for (int i = 0; i < runtimes.Count; i++)
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{
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runtimes[i].Tick(Time.deltaTime);
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}
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HandleHotkeys();
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AbilitiesChanged?.Invoke(runtimes);
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}
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public void SetLearnedAbilities(IEnumerable<AbilityData> abilities)
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{
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learnedAbilities.Clear();
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learnedAbilities.AddRange(abilities);
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RebuildRuntime();
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}
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public bool TryCast(int abilityIndex)
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{
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if (abilityIndex < 0 || abilityIndex >= runtimes.Count)
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{
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return false;
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}
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AbilityRuntime runtime = runtimes[abilityIndex];
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AbilityData ability = runtime.Data;
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if (ability == null || !runtime.IsReady || playerStats == null || !playerStats.SpendMana(ability.manaCost))
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{
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return false;
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}
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if (ability.effectPrefab == null)
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{
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Debug.LogWarning($"Ability '{ability.abilityName}' has no effect prefab.", ability);
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playerStats.RestoreMana(ability.manaCost);
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return false;
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}
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Quaternion rotation = Quaternion.LookRotation(GetCastForward(), Vector3.up);
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GameObject effectObject = Instantiate(ability.effectPrefab, GetCastOrigin(), rotation);
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AbilityEffect effect = effectObject.GetComponent<AbilityEffect>();
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if (effect == null)
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{
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Debug.LogWarning($"Ability prefab '{ability.effectPrefab.name}' has no AbilityEffect component.", ability.effectPrefab);
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Destroy(effectObject);
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playerStats.RestoreMana(ability.manaCost);
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return false;
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}
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var context = new AbilityCastContext(ability, transform, playerStats, GetCastOrigin(), GetCastForward());
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effect.Activate(context);
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runtime.StartCooldown();
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ResourcesChanged?.Invoke();
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AbilitiesChanged?.Invoke(runtimes);
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return true;
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}
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private void RebuildRuntime()
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{
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runtimes.Clear();
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foreach (AbilityData ability in learnedAbilities)
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{
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if (ability != null)
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{
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runtimes.Add(new AbilityRuntime(ability));
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}
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}
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AbilitiesChanged?.Invoke(runtimes);
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}
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private void HandleHotkeys()
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{
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for (int i = 0; i < runtimes.Count && i < 9; i++)
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{
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if (Input.GetKeyDown((KeyCode)((int)KeyCode.Alpha1 + i)))
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{
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TryCast(i);
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}
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}
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}
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private Vector3 GetCastOrigin()
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{
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return castOrigin == null ? transform.position + Vector3.up : castOrigin.position;
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}
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private Vector3 GetCastForward()
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{
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if (Camera.main != null)
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{
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Vector3 cameraForward = Camera.main.transform.forward;
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cameraForward.y = 0f;
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if (cameraForward.sqrMagnitude > 0.01f)
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{
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return cameraForward.normalized;
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}
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}
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Vector3 forward = transform.forward;
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forward.y = 0f;
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return forward.sqrMagnitude <= 0.01f ? Vector3.forward : forward.normalized;
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}
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}
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}
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