too many if statements

This commit is contained in:
reisenlol 2026-01-12 23:44:43 -08:00
parent 533f137c48
commit 17b1a1e367
No known key found for this signature in database
7 changed files with 55 additions and 20 deletions

View file

@ -49,35 +49,35 @@ public class ActionUIHandler : MonoBehaviour
public void UpdateUI()
{
if (!selectedEntity.hasAttacked)
if (selectedEntity.currentWeapon.TryGetComponent(out RangedWeapon isRanged))
{
if (selectedEntity.currentWeapon.TryGetComponent(out RangedWeapon isRanged))
{
possibleRanged = isRanged;
}
if (!isRanged || !isRanged.fired)
{
attackButton.gameObject.SetActive(true);
}
else
{
attackButton.gameObject.SetActive(false);
}
possibleRanged = isRanged;
}
if ((!isRanged || !isRanged.fired) && !selectedEntity.hasAttacked)
{
attackButton.gameObject.SetActive(true);
reloadButton.gameObject.SetActive(false);
}
else
{
attackButton.gameObject.SetActive(false);
if (isRanged && isRanged.fired)
{
if (selectedEntity.hasMoved || selectedEntity.hasAttacked)
{
reloadButton.gameObject.SetActive(false);
}
else
{
reloadButton.gameObject.SetActive(true);
}
}
}
if (!selectedEntity.hasMoved || !selectedEntity.hasAttacked)
{
moveButton.gameObject.SetActive(true);
switchButton.gameObject.SetActive(true);
}
else
{
reloadButton.gameObject.SetActive(false);
}
if (selectedEntity.hasAttacked && selectedEntity.hasMoved)
{
HideUI();

View file

@ -2,6 +2,7 @@ using UnityEngine;
public class Enemy : Entity
{
[Header("Enemy Stats")]
public int turnSpeed;
public float minimumAttackRange;
private PlayerEntity closestPlayer;

View file

@ -11,15 +11,20 @@ public class Entity : MonoBehaviour
[Header("Movement")]
public int maxMovement;
public TileObject currentTile;
public float moveAnimSpeed;
[SerializeField] private float moveAnimSpeed;
[Header("Flags")]
public bool canMove = true;
public bool invincible;
[Header("Animation")]
[SerializeField] private SpriteRenderer[] spriteRenderers;
[SerializeField] private float damageColorChangeSpeed;
public virtual void TakeDamage(float damage)
{
health -= damage;
StartCoroutine(DamageAnimation());
if (health <= 0)
{
OnKillEffects();
@ -61,4 +66,20 @@ public class Entity : MonoBehaviour
}
FinishedMovement();
}
private IEnumerator DamageAnimation()
{
float currentState = 0;
while (currentState < 1)
{
currentState += Time.deltaTime * damageColorChangeSpeed;
foreach (SpriteRenderer spritepart in spriteRenderers)
{
if (spritepart)
{
spritepart.color = Color.Lerp(Color.gray, Color.white, currentState);
}
}
yield return null;
}
}
}

View file

@ -5,8 +5,8 @@ public class RangedWeapon : Weapon
{
private Camera cam;
private Vector3 mousePos;
[Header("Ranged Weapon Specifics")]
public bool fired;
public bool isAiming;
[SerializeField] private Projectile projectile;
private void Start()
{

View file

@ -2,8 +2,15 @@ using UnityEngine;
public class Weapon : MonoBehaviour
{
[Header("Identification")]
public string weaponName;
[Header("Cache")]
public bool isAiming;
public PlayerEntity thisEntity;
[Header("Stats")]
public float damage;
public virtual void TryAttack()
{
AttackEffects();