five hundred million if statements

This commit is contained in:
Sylvia 2026-03-27 00:43:59 -07:00
parent 9930aba85d
commit 24ab1b213e
5 changed files with 203 additions and 44 deletions

View file

@ -1,4 +1,5 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
@ -6,62 +7,62 @@ public class MarisaAbilityHandler : MonoBehaviour
{
[SerializeField] private PlayerInput inputHandler;
[SerializeField] private Marisa thisPlayer;
[Header("Abilities")] //maybe have to make them public for when you're changing out abilities
[SerializeField] private PlayerAbility mainAttack;
[SerializeField] private PlayerAbility secondaryAttack;
[SerializeField] private PlayerAbility spellA;
[SerializeField] private PlayerAbility spellB;
public List<PlayerAbility> abilities = new();
[Header("Ability Instances")]
public PlayerAbility mainAttackInstance;
public PlayerAbility secondaryAttackInstance;
public PlayerAbility spellAInstance;
public PlayerAbility spellBInstance;
public List<PlayerAbility> abilityInstances = new();
[Header("UI")]
public AbilityHotbarIcon mainIcon;
public AbilityHotbarIcon secondaryIcon;
public AbilityHotbarIcon spellAIcon;
public AbilityHotbarIcon spellBIcon;
public AbilityHotbarIcon[] hotbarIcons;
//this is getting ridiculous
private void Awake()
{
mainAttackInstance = Instantiate(mainAttack, transform);
mainAttackInstance.thisPlayer = thisPlayer;
mainIcon.UpdateAbility(mainAttackInstance);
secondaryAttackInstance = Instantiate(secondaryAttack, transform);
secondaryAttackInstance.thisPlayer = thisPlayer;
secondaryIcon.UpdateAbility(secondaryAttackInstance);
spellAInstance = Instantiate(spellA, transform);
spellAInstance.thisPlayer = thisPlayer;
spellAIcon.UpdateAbility(spellAInstance);
spellBInstance = Instantiate(spellB, transform);
spellBInstance.thisPlayer = thisPlayer;
spellBIcon.UpdateAbility(spellBInstance);
SetupAbilities();
}
public void SetupAbilities()
{
foreach (PlayerAbility oldAbility in abilityInstances)
{
Destroy(oldAbility.gameObject);
}
abilityInstances.Clear();
int currentAbilityCount = 0;
foreach (PlayerAbility ability in abilities)
{
PlayerAbility newAbility = Instantiate(ability, transform);
abilityInstances.Add(newAbility);
newAbility.thisPlayer = thisPlayer;
hotbarIcons[currentAbilityCount].UpdateAbility(newAbility);
currentAbilityCount++;
Debug.Log(ability.abilityName);
}
}
private void Update()
{
if (inputHandler.actions["MainAttack"].inProgress)
{
mainAttackInstance.TryAbility();
mainIcon.UpdateCooldown();
abilityInstances[0].TryAbility();
hotbarIcons[0].UpdateCooldown();
}
else if (inputHandler.actions["SecondaryAttack"].inProgress)
{
secondaryAttackInstance.TryAbility();
secondaryIcon.UpdateCooldown();
abilityInstances[1].TryAbility();
hotbarIcons[1].UpdateCooldown();
}
else if (inputHandler.actions["SpellA"].inProgress)
{
spellAInstance.TryAbility();
spellAIcon.UpdateCooldown();
abilityInstances[2].TryAbility();
hotbarIcons[2].UpdateCooldown();
}
else if (inputHandler.actions["SpellB"].inProgress)
{
spellBInstance.TryAbility();
spellBIcon.UpdateCooldown();
abilityInstances[3].TryAbility();
hotbarIcons[3].UpdateCooldown();
}
}
}