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79 行
2.2 KiB
79 行
2.2 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class ShieldController : MonoBehaviour
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{
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public KeyCode shieldKey = KeyCode.I;
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public GameObject shieldGO;
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public bool ShieldIsActive;
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[Header("COOLDOWN & REGEN")]
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public float CurrentPercentage = 100; //the amount of ammo we currently have on a scale between 0-100
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public float DepletionRate = 5f; //constant rate at which ammo depletes when being used
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public float RegenRate = .25f; //constant rate at which ammo regenerates
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public Slider UISlider;
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// Start is called before the first frame update
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void Start()
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{
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CurrentPercentage = 100;
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if (UISlider)
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{
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UISlider.value = CurrentPercentage;
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}
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}
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// Update is called once per frame
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void Update()
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{
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// if (Input.GetKey(shieldKey))
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// {
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// ActivateShield(true);
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//// if (!shieldGO.activeInHierarchy)
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//// {
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//// shieldGO.SetActive(true);
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//// ShieldIsActive = true;
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//// }
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// }
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// else
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// {
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// ActivateShield(false);
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//// if (shieldGO.activeInHierarchy)
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//// {
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//// shieldGO.SetActive(false);
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//// ShieldIsActive = false;
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//// }
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// }
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if (UISlider)
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{
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UISlider.value = CurrentPercentage;
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}
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}
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public void ActivateShield(bool shouldBeActive)
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{
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if (!shieldGO.activeInHierarchy && shouldBeActive)
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{
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shieldGO.SetActive(true);
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ShieldIsActive = true;
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}
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if (shieldGO.activeInHierarchy && !shouldBeActive)
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{
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shieldGO.SetActive(false);
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ShieldIsActive = false;
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}
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if (ShieldIsActive)
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{
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CurrentPercentage = Mathf.Clamp(CurrentPercentage - DepletionRate, 0, 100);
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}
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else
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{
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CurrentPercentage = Mathf.Clamp(CurrentPercentage + RegenRate, 0, 100);
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}
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}
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}
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