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7abe361534
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59f11a4b6f
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--- !u!222 &1609554706
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--- !u!114 &1609554707
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--- !u!1 &1609816301
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--- !u!1 &1609816301
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@ -46,7 +46,7 @@ namespace Polyart
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void OnGUI()
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void OnGUI()
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{
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{
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//Display the fps and round to 2 decimals
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//Display the fps and round to 2 decimals
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GUI.Label(new Rect(50, 50, 1000, 250), fps.ToString("F2") + "FPS", textStyle);
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GUI.Label(new Rect(5, 5, 100, 25), fps.ToString("F2") + "FPS", textStyle);
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}
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}
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}
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}
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}
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}
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@ -12,17 +12,50 @@ public class FireballAbility : Ability
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{
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{
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if (!user || !projectilePrefab) return;
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if (!user || !projectilePrefab) return;
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Vector3 dir = Camera.main.transform.forward;
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// 1) Figure out an aim direction that includes camera pitch
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// Try to use an "aim camera" on the user if you have one; otherwise Camera.main.
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Camera cam = null;
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if (Polyart.FirstPersonController.instance)
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cam = Polyart.FirstPersonController.instance.PlayerCamera;
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if (!cam) cam = Camera.main;
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//var go = Instantiate(projectilePrefab, user.CastPos(), Quaternion.LookRotation(user.Forward()));
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var go = Instantiate(projectilePrefab, user.CastPos(), Quaternion.LookRotation(dir));
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Vector3 castPos = user.CastPos();
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Vector3 dir = user.Forward(); // safe fallback
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if (cam)
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{
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// Ray from camera forward
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Ray ray = new Ray(cam.transform.position, cam.transform.forward);
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// If we hit something, aim at that point; otherwise aim far away
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Vector3 targetPoint;
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if (Physics.Raycast(ray, out RaycastHit hit, 1000f, ~0, QueryTriggerInteraction.Ignore))
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targetPoint = hit.point;
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else
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targetPoint = ray.origin + ray.direction * 1000f;
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dir = (targetPoint - castPos).normalized;
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}
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// 2) Spawn & orient the projectile along that 3D direction
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var go = Instantiate(projectilePrefab, castPos, Quaternion.LookRotation(dir));
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// 3) Give it velocity along the aimed direction
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var rb = go.GetComponent<Rigidbody>();
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var rb = go.GetComponent<Rigidbody>();
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if (rb) rb.velocity = dir * speed;
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if (rb)
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{
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rb.velocity = dir * speed; // or: rb.AddForce(dir * speed, ForceMode.VelocityChange);
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rb.useGravity = false; // optional: keep straight flight
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rb.collisionDetectionMode = CollisionDetectionMode.Continuous; // nicer for fast shots
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}
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// 4) Damage component (unchanged)
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var dmg = go.GetComponent<ProjectileDamage>();
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var dmg = go.GetComponent<ProjectileDamage>();
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if (!dmg) dmg = go.AddComponent<ProjectileDamage>();
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if (!dmg) dmg = go.AddComponent<ProjectileDamage>();
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dmg.damage = damage;
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dmg.damage = damage;
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Destroy(go, lifeTime);
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Destroy(go, lifeTime);
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}
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}
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}
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}
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@ -6,6 +6,6 @@ EditorBuildSettings:
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serializedVersion: 2
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serializedVersion: 2
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m_Scenes:
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m_Scenes:
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- enabled: 1
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- enabled: 1
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path: Assets/Polyart/PolyartStudio/DreamscapeCastle/Scenes/Gameplay.unity
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path: Assets/Scenes/SampleScene.unity
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