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