BloodAndGore/Assets/Scripts/Player/PlayerFun.cs

131 lines
3.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using Saltosion.OneWeapon.Effects;
namespace Saltosion.OneWeapon.Player {
[RequireComponent(typeof(PlayerController))]
public class PlayerFun : MonoBehaviour {
private PlayerController Player;
private CameraFX CameraFX;
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 bool DebugAddKill = false;
public float CurrentDamageBoost { private set; get; }
public float KillStreakTimer = 2;
public int KillStreak { private set; get; }
public float CurrentKillStreakTime { private set; get; }
void Start() {
Player = GetComponent<PlayerController>();
CameraFX = Camera.main.GetComponent<CameraFX>();
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;
}
if (DebugAddKill) {
GainKill();
DebugAddKill = false;
}
CurrentFun = Mathf.Clamp(NewFun, 0, MaxFun);
CurrentDamageBoost = Mathf.Floor((CurrentFun / 100) * 12) / 12;
if (CurrentFun <= 0) {
SceneManager.LoadScene(3);
}
// Kill Streak stuff
CurrentKillStreakTime -= Time.deltaTime;
if (CurrentKillStreakTime <= 0) {
KillStreak = 0;
}
}
private void AddFun(float fun) {
float FunAdded = fun * (2 - (CurrentFun / MaxFun));
float NewFun = CurrentFun + FunAdded;
CurrentFun = Mathf.Min(MaxFun, NewFun);
}
public void TakeDamage() {
if (GodMode) {
return;
}
AddFun(-5f);
}
public void TakeExplosionDamage() {
if (GodMode) {
return;
}
AddFun(-10f);
}
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);
}
}
public void GainKill() {
KillStreak += 1;
CurrentKillStreakTime = KillStreakTimer;
if (KillStreak > 3) {
CameraFX.SlowMotion(0.4f, Mathf.Min(KillStreak * 0.05f, 0.5f));
}
}
}
}