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using UnityEngine;
public class UpgradeCommander : MonoBehaviour
{
public static UpgradeCommander instance;
public float moveSpeedMultiplicator = 1.5f;
public float effectRadius = 12f;
public float healingInterval = 1f;
public float healingPerSecond = 1f;
private float cooldown;
private TagManager tagManager;
private Transform playerTransform;
private void OnEnable()
{
tagManager = TagManager.instance;
instance = this;
CommandUnits.instance.PlaceCommandedUnitsAndCalculateTargetPositions();
CommandUnits.instance.commanding = false;
PlayerUpgradeManager.instance.commander = true;
playerTransform = PlayerUpgradeManager.instance.transform;
}
private void Update()
{
cooldown -= Time.deltaTime;
if (!(cooldown <= 0f))
{
return;
}
cooldown += healingInterval;
foreach (TaggedObject playerUnit in tagManager.PlayerUnits)
{
if ((playerTransform.position - playerUnit.transform.position).magnitude < effectRadius)
{
playerUnit.Hp.Heal(healingPerSecond * healingInterval);
}
}
}
}
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