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using UnityEngine;
using UnityEngine.Events;
public class StatsAfterDealingDamage : MonoBehaviour
{
public float duration = 3f;
public float movementSpeedMultiplier = 1f;
public float jumpMultiplier = 1f;
public float hpMultiplier = 1f;
public UnityEvent startEvent;
public UnityEvent endEvent;
private bool isOn;
private CharacterData data;
private void Start()
{
data = GetComponentInParent<CharacterData>();
}
private void Update()
{
bool flag = data.stats.sinceDealtDamage < duration;
if (isOn != flag)
{
isOn = flag;
_ = base.transform.localScale;
if (isOn)
{
data.health *= hpMultiplier;
data.maxHealth *= hpMultiplier;
data.stats.movementSpeed *= movementSpeedMultiplier;
data.stats.jump *= jumpMultiplier;
data.stats.ConfigureMassAndSize();
startEvent.Invoke();
}
else
{
data.health /= hpMultiplier;
data.maxHealth /= hpMultiplier;
data.stats.movementSpeed /= movementSpeedMultiplier;
data.stats.jump /= jumpMultiplier;
data.stats.ConfigureMassAndSize();
endEvent.Invoke();
}
}
}
public void Interupt()
{
if (isOn)
{
data.health /= hpMultiplier;
data.maxHealth /= hpMultiplier;
data.stats.movementSpeed /= movementSpeedMultiplier;
data.stats.jump /= jumpMultiplier;
data.stats.ConfigureMassAndSize();
endEvent.Invoke();
isOn = false;
}
}
}
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