Cooldowns, SkillHandler modification

Implementation of cooldowns for skills and spells, made dependency on monoBehaviour for SkillHandler(future implementation of update, fixed update possible)
This commit is contained in:
2025-08-28 17:58:02 +02:00
parent dc083bfc93
commit 8eac9d6bde
3 changed files with 61 additions and 9 deletions

View File

@@ -569,6 +569,7 @@ GameObject:
- component: {fileID: 1781483820777133190}
- component: {fileID: 8149587721611830724}
- component: {fileID: 6867876445951065937}
- component: {fileID: 3082501562675303841}
m_Layer: 6
m_Name: Player
m_TagString: Player
@@ -672,6 +673,21 @@ MeshCollider:
m_Convex: 1
m_CookingOptions: 30
m_Mesh: {fileID: 0}
--- !u!114 &3082501562675303841
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 3653993672432327505}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: bf963ec282f9eff40b50054039952aee, type: 3}
m_Name:
m_EditorClassIdentifier:
dashCooldown: 2
dashSpeed: 15
dashDuration: 0.25
--- !u!1 &4992829604954765258
GameObject:
m_ObjectHideFlags: 0

View File

@@ -21,7 +21,7 @@ public class PlayerMovement : MonoBehaviour
private void Awake()
{
PlayerSkills = PlayerSkillTree.Instance;
playerSkillHandler = new PlayerSkillHandler(dashSpeed, dashDuration);
playerSkillHandler = GetComponent<PlayerSkillHandler>();
}
void Start()
@@ -31,7 +31,7 @@ public class PlayerMovement : MonoBehaviour
private void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
if (Input.GetKeyDown(KeyCode.Space) && !playerSkillHandler.IsOnCooldown(PlayerSkillTree.Skills.Dash))
{
/* Get the input for horizontal and vertical movement */
float moveX = Input.GetAxisRaw("Horizontal");

View File

@@ -2,19 +2,26 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerSkillHandler
public class PlayerSkillHandler: MonoBehaviour
{
private float dashSpeed;
private float dashDuration;
[Header("Dash stats")]
[SerializeField] private float dashCooldown;
[SerializeField] private float dashSpeed;
[SerializeField] private float dashDuration;
private bool isDashing = false;
private Dictionary<PlayerSkillTree.Skills, float> cooldowns;
private Dictionary<PlayerSkillTree.Skills, float> cooldownsActivated;
public bool IsDashing() { return isDashing; }
public PlayerSkillHandler(float dashSpeed, float dashDuration)
public void Start()
{
this.dashSpeed = dashSpeed;
this.dashDuration = dashDuration;
cooldowns = new Dictionary<PlayerSkillTree.Skills, float>();
cooldownsActivated = new Dictionary<PlayerSkillTree.Skills, float>();
AssignCooldowns();
}
public IEnumerator DashCoroutine(CharacterController controller, Vector3 direction)
@@ -27,8 +34,37 @@ public class PlayerSkillHandler
controller.Move(dashSpeed * Time.deltaTime * direction);
yield return null; // wait one frame
}
handleCooldownTimer(PlayerSkillTree.Skills.Dash);
isDashing = false; // just for now. maybe will be removed
Physics.IgnoreLayerCollision(6, 7, false); // enable collisions between player and enemies
}
private void handleCooldownTimer(PlayerSkillTree.Skills skill)
{
if(!cooldownsActivated.ContainsKey(skill))
{
cooldownsActivated.Add(skill, Time.time);
}
else
{
cooldownsActivated[skill] = Time.time;
}
}
private void AssignCooldowns()
{
// handle Dash stats
cooldowns.Add(PlayerSkillTree.Skills.Dash, dashCooldown);
cooldownsActivated.Add(PlayerSkillTree.Skills.Dash, Time.time - dashCooldown);
}
public bool IsOnCooldown(PlayerSkillTree.Skills skill)
{
Debug.Log("cooldown time: " + (Time.time - cooldownsActivated[skill]));
Debug.Log("skill cooldown: " + cooldowns[skill]);
return !cooldowns.ContainsKey(skill) || !cooldownsActivated.ContainsKey(skill)
? false
: Time.time - cooldownsActivated[skill] < cooldowns[skill];
}
}