diff options
Diffstat (limited to 'Thronefall_1_57/Thronefall/Thronefall/PlayerBallMovement.cs')
| -rw-r--r-- | Thronefall_1_57/Thronefall/Thronefall/PlayerBallMovement.cs | 115 |
1 files changed, 0 insertions, 115 deletions
diff --git a/Thronefall_1_57/Thronefall/Thronefall/PlayerBallMovement.cs b/Thronefall_1_57/Thronefall/Thronefall/PlayerBallMovement.cs deleted file mode 100644 index 033a00f..0000000 --- a/Thronefall_1_57/Thronefall/Thronefall/PlayerBallMovement.cs +++ /dev/null @@ -1,115 +0,0 @@ -using System.Collections.Generic; -using UnityEngine; - -public class PlayerBallMovement : PlayerMovement -{ - [SerializeField] - private Rigidbody rigidbody; - - [SerializeField] - private Transform targetPosition; - - public Hp playerHp; - - [BalancingParameter(BalancingParameter.EType.Default)] - public float selfInflictedDamagePerHit = 1f; - - public LayerMask lmRecieveDamage; - - public List<DamageModifyer> damage; - - private Collider[] tempColliders = new Collider[50]; - - public float cooldownPerObject = 4f; - - private PlayerMovement playerMovement; - - private PlayerUpgradeManager upgradeManager; - - private BlacksmithUpgrades blacksmithUpgrades; - - private List<TaggedObject> recentlyHit = new List<TaggedObject>(); - - private List<float> recentlyHitWhen = new List<float>(); - - private float time; - - [SerializeField] - private SphereCollider myCollider; - - public float DamageMultiplyer => upgradeManager.PlayerDamageMultiplyer * blacksmithUpgrades.meleeDamage; - - public override void MoveScript(Vector2 inputVector) - { - inputVector = Vector2.ClampMagnitude(inputVector, 1f); - Vector3 normalized = Vector3.ProjectOnPlane(viewTransform.forward, Vector3.up).normalized; - Vector3 normalized2 = Vector3.ProjectOnPlane(viewTransform.right, Vector3.up).normalized; - Vector3 vector = default(Vector3); - vector += normalized * inputVector.x * Time.deltaTime; - vector += normalized2 * inputVector.y * Time.deltaTime; - if (base.Dead) - { - slowedFor = -1f; - vector *= moveSpeedWhenDead; - } - else - { - bool flag = dayNightCycle.CurrentTimestate == DayNightCycle.Timestate.Day; - vector *= ((!sprinting) ? (flag ? speedDuringDay : speed) : (flag ? sprintSpeedDuringDay : sprintSpeed)); - slowedFor -= Time.deltaTime; - vector *= ((slowedFor > 0f) ? 0.33f : 1f); - if (heavyArmorEquipped && DayNightCycle.Instance.CurrentTimestate == DayNightCycle.Timestate.Night) - { - vector *= PerkManager.instance.heavyArmor_SpeedMultiplyer; - } - if (racingHorseEquipped) - { - vector *= PerkManager.instance.racingHorse_SpeedMultiplyer; - } - } - rigidbody.velocity += vector; - rigidbody.velocity += gravity * Time.deltaTime * Vector3.down; - Vector3 position = rigidbody.position; - float radius = myCollider.radius * myCollider.transform.localScale.x; - if (!base.Dead) - { - int num = Physics.OverlapSphereNonAlloc(position, radius, tempColliders, lmRecieveDamage); - for (int i = 0; i < num && !(tempColliders[i] == null); i++) - { - DealWithColliderHit(tempColliders[i]); - } - } - time += Time.deltaTime; - while (recentlyHitWhen.Count > 0 && time - recentlyHitWhen[0] > cooldownPerObject) - { - recentlyHitWhen.RemoveAt(0); - recentlyHit.RemoveAt(0); - } - } - - private void FixedUpdate() - { - base.transform.position = targetPosition.position; - meshParent.rotation = rigidbody.rotation; - } - - public override void Start() - { - base.Start(); - playerMovement = GetComponentInParent<PlayerMovement>(); - upgradeManager = PlayerUpgradeManager.instance; - blacksmithUpgrades = BlacksmithUpgrades.instance; - } - - private void DealWithColliderHit(Collider other) - { - TaggedObject componentInParent = other.GetComponentInParent<TaggedObject>(); - if ((bool)componentInParent && !recentlyHit.Contains(componentInParent) && componentInParent.Tags.Contains(TagManager.ETag.EnemyOwned)) - { - componentInParent.Hp.TakeDamage(Weapon.CalculateDamageGeneral(componentInParent, damage, DamageMultiplyer * rigidbody.velocity.magnitude)); - playerHp.TakeDamage(selfInflictedDamagePerHit * DamageMultiplyer); - recentlyHit.Add(componentInParent); - recentlyHitWhen.Add(time); - } - } -} |
