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authorchai <215380520@qq.com>2023-11-02 11:51:31 +0800
committerchai <215380520@qq.com>2023-11-02 11:51:31 +0800
commit7f493f682503f5186308de7b8f74b5b49233cfe4 (patch)
tree8a91e2056bc79788ee4735dce88b8d516ba12beb /GameCode/UnitRespawnerForBuildings.cs
+init
Diffstat (limited to 'GameCode/UnitRespawnerForBuildings.cs')
-rw-r--r--GameCode/UnitRespawnerForBuildings.cs113
1 files changed, 113 insertions, 0 deletions
diff --git a/GameCode/UnitRespawnerForBuildings.cs b/GameCode/UnitRespawnerForBuildings.cs
new file mode 100644
index 0000000..a405fb5
--- /dev/null
+++ b/GameCode/UnitRespawnerForBuildings.cs
@@ -0,0 +1,113 @@
+using System.Collections.Generic;
+using UnityEngine;
+
+public class UnitRespawnerForBuildings : MonoBehaviour
+{
+ public Hp hp;
+
+ public List<Hp> units;
+
+ public List<float> timeToRespawnAUnitDependingOnLevel = new List<float>();
+
+ private float timeTillNextRespawn;
+
+ public BuildSlot myBuildSlot;
+
+ public TaggedObject taggedObject;
+
+ public ProductionBar productionBar;
+
+ [Header("Quick arrange units:")]
+ public Transform copyUnitPositionsFrom;
+
+ private bool gladiatorSchool;
+
+ private bool elliteWarriors;
+
+ private float gladiatorSchoolSpeed;
+
+ private float elliteWarriorSpeed;
+
+ private float totalTrainingSpeed = 1f;
+
+ [SerializeField]
+ private Equippable gladiatorSchoolPerk;
+
+ [SerializeField]
+ private Equippable elliteWarriorsPerk;
+
+ private bool godOfDeathActive;
+
+ private float ResetCooldownTime => timeToRespawnAUnitDependingOnLevel[Mathf.Clamp(myBuildSlot.Level, 0, timeToRespawnAUnitDependingOnLevel.Count - 1)];
+
+ private void Start()
+ {
+ godOfDeathActive = PerkManager.instance.GodOfDeathActive;
+ timeTillNextRespawn = ResetCooldownTime;
+ productionBar.UpdateVisual(0f);
+ gladiatorSchool = PerkManager.IsEquipped(gladiatorSchoolPerk);
+ elliteWarriors = PerkManager.IsEquipped(elliteWarriorsPerk);
+ gladiatorSchoolSpeed = PerkManager.instance.gladiatorSchool_TrainingSpeedMultiplyer;
+ elliteWarriorSpeed = PerkManager.instance.elliteWarriors_TrainingSpeedMultiplyer;
+ totalTrainingSpeed = 1f * (gladiatorSchool ? gladiatorSchoolSpeed : 1f) * (elliteWarriors ? elliteWarriorSpeed : 1f);
+ }
+
+ private void Update()
+ {
+ if (godOfDeathActive)
+ {
+ return;
+ }
+ if (hp.KnockedOut)
+ {
+ productionBar.UpdateVisual(0f);
+ }
+ else if (AtLeastOneUnitIsKnockedOut())
+ {
+ timeTillNextRespawn -= Time.deltaTime;
+ productionBar.UpdateVisual(1f - timeTillNextRespawn / ResetCooldownTime * totalTrainingSpeed);
+ if (timeTillNextRespawn <= 0f)
+ {
+ timeTillNextRespawn += ResetCooldownTime;
+ timeTillNextRespawn /= totalTrainingSpeed;
+ RespawnAKnockedOutUnit();
+ }
+ }
+ else
+ {
+ timeTillNextRespawn = ResetCooldownTime;
+ timeTillNextRespawn /= totalTrainingSpeed;
+ productionBar.UpdateVisual(0f);
+ }
+ }
+
+ private bool AtLeastOneUnitIsKnockedOut()
+ {
+ for (int i = 0; i < units.Count; i++)
+ {
+ Hp hp = units[i];
+ if (hp.gameObject.activeInHierarchy && hp.KnockedOut)
+ {
+ return true;
+ }
+ }
+ return false;
+ }
+
+ private void RespawnAKnockedOutUnit()
+ {
+ for (int i = 0; i < units.Count; i++)
+ {
+ Hp hp = units[i];
+ if (hp.gameObject.activeInHierarchy && hp.KnockedOut)
+ {
+ hp.Revive();
+ PathfindMovementPlayerunit component = hp.GetComponent<PathfindMovementPlayerunit>();
+ Vector3 position = taggedObject.colliderForBigOjectsToMeasureDistance.ClosestPoint(component.HopePositionOriginal);
+ hp.transform.position = position;
+ component.SnapToNavmesh();
+ break;
+ }
+ }
+ }
+}