Removed old weapon and ability systems and components for player
Added component bundles for each of the four abilities currently in the game
Abilities are divided into categories called "Ability Slots", this will be more important later when the player is able to swap their starting abilities for new abilities that will be able to be acquired through items
Slot one abilities go in the bottom slot, and should be low cooldown damage dealer
Slot two abilities go in the top slot, and should be a higher cooldown ability,
Abilities are spawned as children of the player entity, this allows the player to have multiple of the same component (like AbilityCooldownComponent, AbilitySlotIDComponent), this will also enable easy swapping of abilities in the future, the whole ability entity can be despawned, and the new ability can be spawned in its place
Organized game ui, added constants
Abilities are now effected by the stats of the player that is wielding it, for example, the StandardBlastAbility shoots one projectile for the captain and two projectiles for the juggernaut, because of their respective projectile count stats
Collecting money now scales ALL the player's ability cooldowns using a cooldown multiplier stat that in the PlayerOutgoing damage component
Disabling abilities in the tutorial is broken, but I don't think we should fix it in this PR. I started and I was just digging a deeper hole for a poorly thought out code structure. I'm going to re-implement tutorials in a new pr, and divide up some of the massive systems for updating the level
Removed old weapon and ability systems and components for player
Added component bundles for each of the four abilities currently in the game
Abilities are divided into categories called "Ability Slots", this will be more important later when the player is able to swap their starting abilities for new abilities that will be able to be acquired through items
Abilities are spawned as children of the player entity, this allows the player to have multiple of the same component (like AbilityCooldownComponent, AbilitySlotIDComponent), this will also enable easy swapping of abilities in the future, the whole ability entity can be despawned, and the new ability can be spawned in its place
Organized game ui, added constants
Abilities are now effected by the stats of the player that is wielding it, for example, the StandardBlastAbility shoots one projectile for the captain and two projectiles for the juggernaut, because of their respective projectile count stats
Collecting money now scales ALL the player's ability cooldowns using a cooldown multiplier stat that in the PlayerOutgoing damage component
Disabling abilities in the tutorial is broken, but I don't think we should fix it in this PR. I started and I was just digging a deeper hole for a poorly thought out code structure. I'm going to re-implement tutorials in a new pr, and divide up some of the massive systems for updating the level