82 lines
1.9 KiB
C#
82 lines
1.9 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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[CreateAssetMenu(menuName = "KernelPanic/Player/Power", fileName = "PlayerPower.asset")]
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public class PlayerPower : ScriptableObject
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{
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[SerializeField]
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private bool _regenerateOnGround;
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[SerializeField]
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private bool _regenerateInAir;
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public float regenerateTime => _regenerateTime;
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[SerializeField] private float _regenerateTime;
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private bool _unlocked;
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private bool _cheated;
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private bool _consumed;
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public float cooldown => _cooldown;
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private float _cooldown;
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public float timeSinceConsume => _timeSinceConsume;
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public float _timeSinceConsume;
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private UnityEvent _onUnlock = new UnityEvent();
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public UnityEvent OnUnlock => _onUnlock;
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public void UpdatePower( float deltaTime, bool cheat, bool grounded)
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{
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_cheated = cheat;
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bool regenerate = grounded ? _regenerateOnGround : _regenerateInAir;
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if ( _consumed && regenerate )
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{
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_timeSinceConsume += deltaTime;
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_cooldown = _regenerateTime - timeSinceConsume;
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if ( _timeSinceConsume > _regenerateTime )
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{
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this.Reset();
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}
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}
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}
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public bool IsUnlocked => _unlocked || _cheated;
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public bool CanConsume => IsUnlocked && !_consumed;
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public void Consume()
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=> _consumed = true;
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public void Reset()
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{
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_consumed = false;
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_timeSinceConsume = 0f;
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}
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public void Unlock()
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{
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if ( !_unlocked )
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{
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_onUnlock.Invoke();
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_unlocked = true;
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}
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}
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private void Awake()
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{
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_unlocked = false;
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_cheated = false;
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}
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}
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