131 lines
3.6 KiB
C#
131 lines
3.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using Saltosion.OneWeapon.Effects;
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namespace Saltosion.OneWeapon.Player {
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[RequireComponent(typeof(PlayerController))]
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public class PlayerFun : MonoBehaviour {
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private PlayerController Player;
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private CameraFX CameraFX;
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public float MaxFun = 100;
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public float FunDegradeSpeed = 5;
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public float StandingStillMultiplier = 1.5f;
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public float WeaponFun = 20;
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public float EnemyExplosionFun = 6f;
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public float FurnitureExplosionFun = 3f;
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public float ShootingFunAmount = 0.5f;
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public float CurrentFun { private set; get; }
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public bool DebugAdd10Fun = false;
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public bool DebugSubtract10Fun = false;
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public bool GodMode = false;
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public bool DebugAddKill = false;
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public float CurrentDamageBoost { private set; get; }
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public float KillStreakTimer = 2;
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public int KillStreak { private set; get; }
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public float CurrentKillStreakTime { private set; get; }
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void Start() {
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Player = GetComponent<PlayerController>();
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CameraFX = Camera.main.GetComponent<CameraFX>();
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CurrentFun = MaxFun * 0.75f;
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}
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void Update() {
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// God mode hotkey
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if (Input.GetButtonUp("GodModeToggle")) {
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GodMode = !GodMode;
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}
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float Delta = FunDegradeSpeed * Time.deltaTime;
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if (!Player.IsMoving) {
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Delta *= StandingStillMultiplier;
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}
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float NewFun = CurrentFun;
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if (!GodMode) {
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NewFun -= Delta;
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}
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if (DebugAdd10Fun) {
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NewFun += 10;
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DebugAdd10Fun = false;
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}
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if (DebugSubtract10Fun) {
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NewFun -= 10;
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DebugSubtract10Fun = false;
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}
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if (DebugAddKill) {
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GainKill();
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DebugAddKill = false;
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}
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CurrentFun = Mathf.Clamp(NewFun, 0, MaxFun);
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CurrentDamageBoost = Mathf.Floor((CurrentFun / 100) * 12) / 12;
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if (CurrentFun <= 0) {
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SceneManager.LoadScene(3);
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}
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// Kill Streak stuff
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CurrentKillStreakTime -= Time.deltaTime;
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if (CurrentKillStreakTime <= 0) {
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KillStreak = 0;
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}
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}
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private void AddFun(float fun) {
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float FunAdded = fun * (2 - (CurrentFun / MaxFun));
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float NewFun = CurrentFun + FunAdded;
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CurrentFun = Mathf.Min(MaxFun, NewFun);
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}
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public void TakeDamage() {
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if (GodMode) {
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return;
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}
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AddFun(-5f);
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}
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public void TakeExplosionDamage() {
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if (GodMode) {
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return;
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}
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AddFun(-10f);
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}
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public void ReceiveNewWeapon() {
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AddFun(WeaponFun);
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}
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public void ShootingFun() {
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AddFun(ShootingFunAmount);
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}
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public void Explosion(bool isFurniture) {
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float NewFun = CurrentFun;
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if (isFurniture) {
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AddFun(FurnitureExplosionFun);
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} else {
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AddFun(EnemyExplosionFun);
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}
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}
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public void GainKill() {
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KillStreak += 1;
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CurrentKillStreakTime = KillStreakTimer;
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if (KillStreak > 3) {
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CameraFX.SlowMotion(0.4f, Mathf.Min(KillStreak * 0.05f, 0.5f));
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}
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}
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}
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}
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