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using OTG.Lab06.Abilities;
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using UnityEngine;
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namespace OTG.Lab06.Effects
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{
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public sealed class BlinkEffect : AbilityEffect
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{
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[SerializeField] private float obstaclePadding = 0.8f;
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[SerializeField] private LayerMask obstacleMask = ~0;
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[SerializeField] private float visualLifetime = 0.8f;
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public override void Activate(AbilityCastContext context)
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{
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Vector3 start = context.Caster.position;
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Vector3 direction = context.Forward;
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float distance = Mathf.Max(0.1f, context.Ability.castRange);
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Vector3 target = start + direction * distance;
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CharacterController controller = context.Caster.GetComponent<CharacterController>();
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if (controller != null)
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{
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controller.enabled = false;
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}
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if (Physics.SphereCast(start + Vector3.up, 0.45f, direction, out RaycastHit hit, distance, obstacleMask, QueryTriggerInteraction.Ignore))
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{
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target = hit.point - direction * obstaclePadding;
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target.y = start.y;
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}
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context.Caster.position = target;
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if (controller != null)
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{
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controller.enabled = true;
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}
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transform.position = target + Vector3.up * 0.05f;
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Destroy(gameObject, visualLifetime);
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}
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}
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}
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