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Author SHA1 Message Date
7abe361534 Merge branch 'main' into dev-main 2025-09-01 13:42:16 +05:00
TG9six
49a3ed546f Fireball Look direction bug fixed
Fireball look direction bug fixed
FPS counter added
2025-08-31 17:49:35 +04:00
TG9six
6a52585633 build settings updated
build settings updated
2025-08-31 16:49:10 +04:00
4 changed files with 157 additions and 41 deletions

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@ -46,7 +46,7 @@ namespace Polyart
void OnGUI()
{
//Display the fps and round to 2 decimals
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);
}
}
}

View File

@ -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<Rigidbody>();
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<ProjectileDamage>();
if (!dmg) dmg = go.AddComponent<ProjectileDamage>();
dmg.damage = damage;
Destroy(go, lifeTime);
}
}

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