revival/game/Assets/Scripts/Player/PlayerPower.cs

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2021-02-15 19:09:32 +01:00
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
[CreateAssetMenu(menuName = "KernelPanic/Player/Power", fileName = "PlayerPower.asset")]
public class PlayerPower : ScriptableObject
{
[SerializeField]
private bool _regenerateOnGround;
[SerializeField]
private bool _regenerateInAir;
[SerializeField]
private float _regenerateTime;
private bool _unlocked;
private bool _cheated;
private bool _consumed;
private float _timeSinceConsume;
private UnityEvent _onUnlock = new UnityEvent();
public UnityEvent OnUnlock => _onUnlock;
public void UpdatePower( float deltaTime, bool cheat, bool grounded)
{
_cheated = cheat;
bool regenerate = grounded ? _regenerateOnGround : _regenerateInAir;
if ( _consumed && regenerate )
{
_timeSinceConsume += deltaTime;
if ( _timeSinceConsume > _regenerateTime )
{
this.Reset();
}
}
}
public bool IsUnlocked => _unlocked || _cheated;
public bool CanConsume => IsUnlocked && !_consumed;
public void Consume()
=> _consumed = true;
public void Reset()
{
_consumed = false;
_timeSinceConsume = 0f;
}
public void Unlock()
{
if ( !_unlocked )
{
_onUnlock.Invoke();
_unlocked = true;
}
}
private void Awake()
{
_unlocked = false;
_cheated = false;
}
}