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using System;
using UnityEngine;
public class TasteOfBlood : MonoBehaviour
{
public AnimationCurve attackSpeedCurve;
public float decaySpeed = 1f;
private float damageValue;
private CharacterStatModifiers stats;
private ParticleSystem part;
private CharacterData data;
private bool isOn;
private void Start()
{
part = GetComponentInChildren<ParticleSystem>();
stats = GetComponentInParent<CharacterStatModifiers>();
CharacterStatModifiers characterStatModifiers = stats;
characterStatModifiers.DealtDamageAction = (Action<Vector2, bool>)Delegate.Combine(characterStatModifiers.DealtDamageAction, new Action<Vector2, bool>(DealtDamage));
data = GetComponentInParent<CharacterData>();
}
public void DealtDamage(Vector2 damage, bool selfDamage)
{
if (!selfDamage)
{
damageValue += damage.magnitude;
}
damageValue = Mathf.Clamp(damageValue, 0f, 50f);
}
private void Update()
{
if (!data.isPlaying)
{
damageValue = 0f;
}
if (damageValue > 0f)
{
damageValue -= TimeHandler.deltaTime * decaySpeed;
isOn = true;
}
else
{
isOn = false;
}
if (damageValue > 10f)
{
if (!part.isPlaying)
{
part.Play();
}
}
else if (part.isPlaying)
{
part.Stop();
}
stats.tasteOfBloodSpeed = attackSpeedCurve.Evaluate(damageValue);
}
}
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