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using UnityEngine;
public class PlayerUpgradeManager : MonoBehaviour, DayNightCycle.IDaytimeSensitive
{
public static PlayerUpgradeManager instance;
public float playerDamageMultiplyer = 1f;
public bool assassinsTraining;
public bool godlyCurse;
public bool magicArmor;
public bool commander;
public float godlyCurseDamageMultiplyer = 1.5f;
private int damageIncreases;
[SerializeField]
private Equippable glassCanon;
[SerializeField]
private float glassCanon_dmgMulti = 1.5f;
private void Awake()
{
instance = this;
}
private void Start()
{
if ((bool)DayNightCycle.Instance)
{
DayNightCycle.Instance.RegisterDaytimeSensitiveObject(this);
}
if (PerkManager.instance.CommanderModeActive)
{
playerDamageMultiplyer *= PerkManager.instance.commanderModeSelfDmgMulti;
}
if (PerkManager.instance.GlassCanonActive)
{
playerDamageMultiplyer *= PerkManager.instance.glassCanon_dmgMulti;
}
}
public void OnDusk()
{
GetStrongerIfInWarriorMode();
}
public void OnDawn_AfterSunrise()
{
}
public void OnDawn_BeforeSunrise()
{
GetStrongerIfInWarriorMode();
}
public void GetStrongerIfInWarriorMode()
{
while (PerkManager.instance.WarriorModeActive && damageIncreases < EnemySpawner.instance.Wavenumber)
{
damageIncreases++;
playerDamageMultiplyer *= Mathf.Pow(PerkManager.instance.warriorModeSelfDmgMultiMax, 1f / (float)EnemySpawner.instance.WaveCount);
}
}
}
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