Working airplane ability revamp

This commit is contained in:
Michal Pikulski
2025-12-18 12:05:29 +01:00
parent ca56e748ba
commit dece09c45a
12 changed files with 407 additions and 99 deletions

View File

@@ -21,6 +21,10 @@ namespace Minigames.Airplane.Abilities
protected readonly bool canReuse;
protected bool showDebugLogs;
// Active duration configuration
protected readonly float maxActiveDuration;
protected readonly bool hasActiveDuration;
#endregion
#region Constructor
@@ -28,13 +32,15 @@ namespace Minigames.Airplane.Abilities
/// <summary>
/// Base constructor for abilities. Called by subclasses.
/// </summary>
protected BaseAirplaneAbility(string name, Sprite icon, float cooldown, bool reusable = true)
protected BaseAirplaneAbility(string name, Sprite icon, float cooldown, bool reusable = true, float activeDuration = 0f)
{
abilityName = name;
abilityIcon = icon;
cooldownDuration = cooldown;
canReuse = reusable;
showDebugLogs = false;
maxActiveDuration = activeDuration;
hasActiveDuration = activeDuration > 0f;
}
#endregion
@@ -45,6 +51,8 @@ namespace Minigames.Airplane.Abilities
public Sprite AbilityIcon => abilityIcon;
public float CooldownDuration => cooldownDuration;
public bool CanReuse => canReuse;
public bool HasActiveDuration => hasActiveDuration;
public float MaxActiveDuration => maxActiveDuration;
#endregion
@@ -54,12 +62,22 @@ namespace Minigames.Airplane.Abilities
protected bool isActive;
protected bool isOnCooldown;
protected float cooldownTimer;
protected float initialCooldownDuration; // Track initial cooldown for fill calculation
// Active duration tracking
protected float activeDurationTimer;
protected float activeDurationUsed; // Track how long ability was active
public bool IsActive => isActive;
public bool IsOnCooldown => isOnCooldown;
public float CooldownRemaining => cooldownTimer;
public float InitialCooldownDuration => initialCooldownDuration;
public bool CanActivate => !isOnCooldown && !isActive && currentAirplane != null && currentAirplane.IsFlying;
// Active duration state
public float ActiveDurationRemaining => activeDurationTimer;
public float ActiveProgress => hasActiveDuration && maxActiveDuration > 0f ? activeDurationTimer / maxActiveDuration : 0f;
#endregion
#region Events
@@ -67,6 +85,7 @@ namespace Minigames.Airplane.Abilities
public event Action<BaseAirplaneAbility> OnAbilityActivated;
public event Action<BaseAirplaneAbility> OnAbilityDeactivated;
public event Action<float, float> OnCooldownChanged; // (remaining, total)
public event Action<float, float> OnActiveDurationChanged; // (remaining, total)
#endregion
@@ -82,6 +101,9 @@ namespace Minigames.Airplane.Abilities
isActive = false;
isOnCooldown = false;
cooldownTimer = 0f;
initialCooldownDuration = 0f;
activeDurationTimer = 0f;
activeDurationUsed = 0f;
if (showDebugLogs)
{
@@ -109,10 +131,37 @@ namespace Minigames.Airplane.Abilities
}
}
OnCooldownChanged?.Invoke(cooldownTimer, cooldownDuration);
OnCooldownChanged?.Invoke(cooldownTimer, initialCooldownDuration);
}
}
/// <summary>
/// Update active duration timer. Called every frame by ability manager when ability is active.
/// Auto-deactivates when duration expires.
/// </summary>
public virtual void UpdateActiveDuration(float deltaTime)
{
if (!isActive || !hasActiveDuration) return;
activeDurationTimer -= deltaTime;
activeDurationUsed += deltaTime;
if (activeDurationTimer <= 0f)
{
activeDurationTimer = 0f;
if (showDebugLogs)
{
Logging.Debug($"[{abilityName}] Active duration expired, auto-deactivating");
}
// Auto-deactivate when duration expires
Deactivate();
}
OnActiveDurationChanged?.Invoke(activeDurationTimer, maxActiveDuration);
}
/// <summary>
/// Cleanup when airplane is destroyed or flight ends.
/// </summary>
@@ -127,6 +176,9 @@ namespace Minigames.Airplane.Abilities
isActive = false;
isOnCooldown = false;
cooldownTimer = 0f;
initialCooldownDuration = 0f;
activeDurationTimer = 0f;
activeDurationUsed = 0f;
if (showDebugLogs)
{
@@ -155,12 +207,26 @@ namespace Minigames.Airplane.Abilities
isActive = false;
OnAbilityDeactivated?.Invoke(this);
// Calculate and start dynamic cooldown
float dynamicCooldown = CalculateDynamicCooldown();
StartCooldown(dynamicCooldown);
if (showDebugLogs)
{
Logging.Debug($"[{abilityName}] Deactivated");
}
}
/// <summary>
/// Calculate cooldown duration based on ability usage.
/// Override in subclasses for custom dynamic cooldown logic.
/// Default: returns base cooldown duration.
/// </summary>
protected virtual float CalculateDynamicCooldown()
{
return cooldownDuration;
}
#endregion
#region Protected Helpers
@@ -180,6 +246,14 @@ namespace Minigames.Airplane.Abilities
}
isActive = true;
// Reset active duration timer if ability has active duration
if (hasActiveDuration)
{
activeDurationTimer = maxActiveDuration;
activeDurationUsed = 0f;
}
OnAbilityActivated?.Invoke(this);
if (showDebugLogs)
@@ -191,15 +265,16 @@ namespace Minigames.Airplane.Abilities
/// <summary>
/// Start cooldown timer (called by subclasses after execution).
/// </summary>
protected virtual void StartCooldown()
protected virtual void StartCooldown(float? customCooldown = null)
{
isOnCooldown = true;
cooldownTimer = cooldownDuration;
OnCooldownChanged?.Invoke(cooldownTimer, cooldownDuration);
cooldownTimer = customCooldown ?? cooldownDuration;
initialCooldownDuration = cooldownTimer; // Store the initial cooldown value
OnCooldownChanged?.Invoke(cooldownTimer, initialCooldownDuration);
if (showDebugLogs)
{
Logging.Debug($"[{abilityName}] Cooldown started: {cooldownDuration}s");
Logging.Debug($"[{abilityName}] Cooldown started: {cooldownTimer}s");
}
}