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GUI.Label(new Rect(5, 5, 100, 25), fps.ToString("F2") + "FPS", textStyle); + GUI.Label(new Rect(50, 50, 1000, 250), fps.ToString("F2") + "FPS", textStyle); } } } \ No newline at end of file diff --git a/Assets/Scripts/Abilities/AbilityClasses/FireballAbility.cs b/Assets/Scripts/Abilities/AbilityClasses/FireballAbility.cs index ff93954a..32d06706 100644 --- a/Assets/Scripts/Abilities/AbilityClasses/FireballAbility.cs +++ b/Assets/Scripts/Abilities/AbilityClasses/FireballAbility.cs @@ -12,50 +12,17 @@ public class FireballAbility : Ability { if (!user || !projectilePrefab) return; - // 1) Figure out an aim direction that includes camera pitch - // Try to use an "aim camera" on the user if you have one; otherwise Camera.main. - Camera cam = null; - if (Polyart.FirstPersonController.instance) - cam = Polyart.FirstPersonController.instance.PlayerCamera; - if (!cam) cam = Camera.main; + Vector3 dir = Camera.main.transform.forward; - - Vector3 castPos = user.CastPos(); - Vector3 dir = user.Forward(); // safe fallback - - if (cam) - { - // Ray from camera forward - Ray ray = new Ray(cam.transform.position, cam.transform.forward); - - // If we hit something, aim at that point; otherwise aim far away - Vector3 targetPoint; - if (Physics.Raycast(ray, out RaycastHit hit, 1000f, ~0, QueryTriggerInteraction.Ignore)) - targetPoint = hit.point; - else - targetPoint = ray.origin + ray.direction * 1000f; - - dir = (targetPoint - castPos).normalized; - } - - // 2) Spawn & orient the projectile along that 3D direction - var go = Instantiate(projectilePrefab, castPos, Quaternion.LookRotation(dir)); - - // 3) Give it velocity along the aimed direction + //var go = Instantiate(projectilePrefab, user.CastPos(), Quaternion.LookRotation(user.Forward())); + var go = Instantiate(projectilePrefab, user.CastPos(), Quaternion.LookRotation(dir)); var rb = go.GetComponent(); - if (rb) - { - rb.velocity = dir * speed; // or: rb.AddForce(dir * speed, ForceMode.VelocityChange); - rb.useGravity = false; // optional: keep straight flight - rb.collisionDetectionMode = CollisionDetectionMode.Continuous; // nicer for fast shots - } + if (rb) rb.velocity = dir * speed; - // 4) Damage component (unchanged) var dmg = go.GetComponent(); if (!dmg) dmg = go.AddComponent(); dmg.damage = damage; Destroy(go, lifeTime); } - } \ No newline at end of file diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset index ea88784f..06f07eb4 100644 --- a/ProjectSettings/EditorBuildSettings.asset +++ b/ProjectSettings/EditorBuildSettings.asset @@ -6,6 +6,6 @@ EditorBuildSettings: serializedVersion: 2 m_Scenes: - enabled: 1 - path: Assets/Scenes/SampleScene.unity - guid: 99c9720ab356a0642a771bea13969a05 + path: Assets/Polyart/PolyartStudio/DreamscapeCastle/Scenes/Gameplay.unity + guid: 88013426acf377648b0e2638e37de079 m_configObjects: {}