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using UnityEngine;
[RequireComponent(typeof(Hp))]
public class PlayerHpRegen : MonoBehaviour
{
[SerializeField]
private PlayerUpgradeManager playerUpgradeManager;
private Hp hp;
public float delayTillRegenerationStarts;
[BalancingParameter(BalancingParameter.EType.Default)]
public float standardHealingPerSecond;
private float timeSinceLastTakenDamage;
private float hpRemember;
private bool heavyArmorEquipped;
private bool godsLotionEquipped;
[SerializeField]
private Equippable heavyArmorPerk;
[SerializeField]
private Equippable godsLotionPerk;
public float HealingPerSecond => standardHealingPerSecond * playerUpgradeManager.PlayerHealthRegenerationMultiplyer;
private void Start()
{
hp = GetComponent<Hp>();
hpRemember = hp.HpValue;
heavyArmorEquipped = PerkManager.IsEquipped(heavyArmorPerk);
godsLotionEquipped = PerkManager.IsEquipped(godsLotionPerk);
if (heavyArmorEquipped)
{
hp.maxHp *= PerkManager.instance.heavyArmor_HpMultiplyer;
playerUpgradeManager.PlayerHealthRegenerationMultiplyer *= PerkManager.instance.heavyArmor_SelfHealMultiplyer;
hp.Heal(float.MaxValue);
}
if (godsLotionEquipped)
{
delayTillRegenerationStarts *= PerkManager.instance.godsLotion_RegenDelayMultiplyer;
playerUpgradeManager.PlayerHealthRegenerationMultiplyer *= PerkManager.instance.godsLotion_RegenRateMultiplyer;
}
}
private void Update()
{
timeSinceLastTakenDamage += Time.deltaTime;
if (hp.HpValue < hpRemember)
{
timeSinceLastTakenDamage = 0f;
}
hpRemember = hp.HpValue;
if (timeSinceLastTakenDamage >= delayTillRegenerationStarts)
{
hp.Heal(HealingPerSecond * Time.deltaTime);
}
}
}
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