alotta upgrade stuff but no upgrades
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b9fb490dce
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3b60583c76
35 changed files with 2937 additions and 61 deletions
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@ -24,6 +24,8 @@ public class Enemy : Entity
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}
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[Header("Drops")]
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public List<UpgradeDrop> possibleDrops = new();
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[SerializeField] private UpgradePickup pickupObject;
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private void Start()
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{
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if (Random.Range(0f, 2f) > 1f)
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@ -82,7 +84,8 @@ public class Enemy : Entity
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{
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if (random < drop.chance) //just so it matches up with the number. 80 chance means 80 percent? idk but less than 80 lol
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{
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// drop the item
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UpgradePickup newPickup = Instantiate(pickupObject, transform.position, Quaternion.identity);
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newPickup.upgradeDropped = drop.droppedUpgrade;
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}
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}
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}
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@ -18,16 +18,27 @@ public class MarisaAbilityHandler : MonoBehaviour
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public PlayerAbility spellAInstance;
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public PlayerAbility spellBInstance;
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[Header("UI")]
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public AbilityHotbarIcon mainIcon;
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public AbilityHotbarIcon secondaryIcon;
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public AbilityHotbarIcon spellAIcon;
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public AbilityHotbarIcon spellBIcon;
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//this is getting ridiculous
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private void Awake()
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{
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mainAttackInstance = Instantiate(mainAttack, transform);
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mainAttackInstance.thisPlayer = thisPlayer;
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mainIcon.UpdateAbility(mainAttackInstance);
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secondaryAttackInstance = Instantiate(secondaryAttack, transform);
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secondaryAttackInstance.thisPlayer = thisPlayer;
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secondaryIcon.UpdateAbility(secondaryAttackInstance);
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spellAInstance = Instantiate(spellA, transform);
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spellAInstance.thisPlayer = thisPlayer;
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spellAIcon.UpdateAbility(spellAInstance);
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spellBInstance = Instantiate(spellB, transform);
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spellBInstance.thisPlayer = thisPlayer;
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spellBIcon.UpdateAbility(spellBInstance);
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}
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private void Update()
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@ -35,18 +46,22 @@ public class MarisaAbilityHandler : MonoBehaviour
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if (inputHandler.actions["MainAttack"].inProgress)
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{
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mainAttackInstance.TryAbility();
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mainIcon.UpdateCooldown();
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}
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else if (inputHandler.actions["SecondaryAttack"].inProgress)
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{
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secondaryAttackInstance.TryAbility();
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secondaryIcon.UpdateCooldown();
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}
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else if (inputHandler.actions["SpellA"].inProgress)
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{
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spellAInstance.TryAbility();
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spellAIcon.UpdateCooldown();
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}
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else if (inputHandler.actions["SpellB"].inProgress)
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{
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spellBInstance.TryAbility();
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spellBIcon.UpdateCooldown();
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}
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}
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}
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