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using UnityEngine;
public class HealBoostMA : ManualAttack
{
public float attackSpeedBoost = 20f;
public ManualAttack manualAttackToBoost;
public ParticleSystem boostParticles;
public float attackSpeedDuration = 2f;
public float timeToFillUpHealth = 3f;
public float attackSpeedDurationWhenLowHealth = 4f;
private float disableBoostIn;
private float attackSpeedOriginal;
public override void Start()
{
base.Start();
}
public override void Attack()
{
attackSpeedOriginal = manualAttackToBoost.cooldownTime;
manualAttackToBoost.cooldownTime /= attackSpeedBoost;
ParticleSystem.EmissionModule emission = boostParticles.emission;
emission.enabled = true;
disableBoostIn = attackSpeedDuration;
if (hpPlayer.HpPercentage <= 0.33f)
{
disableBoostIn = attackSpeedDurationWhenLowHealth;
}
}
public override void Update()
{
base.Update();
disableBoostIn -= Time.deltaTime;
if (disableBoostIn > 0f)
{
hpPlayer.Heal(hpPlayer.maxHp * Time.deltaTime / timeToFillUpHealth);
cooldown = cooldownTime;
}
if (disableBoostIn + Time.deltaTime > 0f && disableBoostIn <= Time.deltaTime)
{
manualAttackToBoost.cooldownTime = attackSpeedOriginal;
ParticleSystem.EmissionModule emission = boostParticles.emission;
emission.enabled = false;
}
}
}
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