lucid-super-dream/Assets/Scripts/ImpulseOnEntityHit.cs

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2021-01-05 13:10:20 +01:00
using System;
using System.Collections;
using System.Collections.Generic;
using Cinemachine;
using UnityEngine;
using Weapons.Scripts;
[RequireComponent(typeof(CinemachineImpulseSource))]
public class ImpulseOnEntityHit : MonoBehaviour
{
[SerializeField] private float cooldownTime = 0.5f;
[SerializeField] private EntityHealth health;
private float cooldownTimer;
private CinemachineImpulseSource _source;
private void Awake()
{
_source = GetComponent<CinemachineImpulseSource>();
}
private void Update()
{
cooldownTimer += Time.deltaTime;
}
private void OnEnable()
{
health.UpdateHealth += UpdateHealth;
}
private void OnDisable()
{
health.UpdateHealth -= UpdateHealth;
}
private void UpdateHealth(float _, bool crit)
{
if (cooldownTimer < cooldownTime)
return;
cooldownTimer = 0;
_source.GenerateImpulse(crit ? 5 : 1);
}
}
/*
* TODO:
* - shields & animation
* - laser attack
* - multiple phases
* - menu & pause menu
* - second and third levels :
* - throws chunks of stuff at you, blocks part of the track?
* - lots of mini bosses and bullet circles
*/