BloodAndGore/Assets/Scripts/Player/PlayerFun.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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using UnityEngine.SceneManagement;
namespace Saltosion.OneWeapon {
public class PlayerFun : MonoBehaviour {
public Player Player;
public float MaxFun = 100;
public float FunDegradeSpeed = 5;
public float StandingStillMultiplier = 1.5f;
public float WeaponFun = 20;
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public float EnemyExplosionFun = 6f;
public float FurnitureExplosionFun = 3f;
public float ShootingFunAmount = 0.5f;
public float CurrentFun { private set; get; }
public bool DebugAdd10Fun = false;
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public bool DebugSubtract10Fun = false;
public bool GodMode = false;
public float CurrentDamageBoost { private set; get; }
void Start() {
CurrentFun = MaxFun * 0.75f;
}
void Update() {
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// God mode hotkey
if (Input.GetButtonUp("GodModeToggle")) {
GodMode = !GodMode;
}
float Delta = FunDegradeSpeed * Time.deltaTime;
if (!Player.IsMoving) {
Delta *= StandingStillMultiplier;
}
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float NewFun = CurrentFun;
if (!GodMode) {
NewFun -= Delta;
}
if (DebugAdd10Fun) {
NewFun += 10;
DebugAdd10Fun = false;
}
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if (DebugSubtract10Fun) {
NewFun -= 10;
DebugSubtract10Fun = false;
}
CurrentFun = Mathf.Clamp(NewFun, 0, MaxFun);
CurrentDamageBoost = Mathf.Floor((CurrentFun / 100) * 12) / 12;
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if (CurrentFun <= 0) {
SceneManager.LoadScene(3);
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}
}
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private void AddFun(float fun) {
float NewFun = CurrentFun + fun;
CurrentFun = Mathf.Min(MaxFun, NewFun);
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}
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public void TakeDamage() {
AddFun(-5f);
}
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public void ReceiveNewWeapon() {
AddFun(WeaponFun);
}
public void ShootingFun() {
AddFun(ShootingFunAmount);
}
public void Explosion(bool isFurniture) {
float NewFun = CurrentFun;
if (isFurniture) {
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AddFun(FurnitureExplosionFun);
} else {
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AddFun(EnemyExplosionFun);
}
}
}
}