the scarlet police have me at gun point
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b964c9b617
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54 changed files with 674 additions and 55 deletions
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@ -25,6 +25,8 @@ public class FireBullet : PlayerAbility
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{
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newProjectile.transform.position += new Vector3(Random.Range(-offset.x, offset.x), Random.Range(-offset.y, offset.y));
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}
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newProjectile.owner = thisPlayer;
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newProjectile.pierceAmount = pierceAmount;
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newProjectile.damage = power;
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newProjectile.speed = projectileSpeed;
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@ -55,7 +55,7 @@ public class Laser : PlayerAbility
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enemyList.Remove(enemy);
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continue;
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}
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enemy.TakeDamage(power);
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enemy.TakeDamage(power, thisPlayer);
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}
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currentDebounce = damageDebounceTime;
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}
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@ -37,7 +37,7 @@ public class NondirectionalLaser : Laser
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enemyList.Remove(enemy);
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continue;
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}
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enemy.TakeDamage(power);
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enemy.TakeDamage(power, thisPlayer);
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}
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currentDebounce = damageDebounceTime;
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}
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@ -10,13 +10,23 @@ public class PlayerAbility : MonoBehaviour
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public Marisa thisPlayer;
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[Header("Cooldown")]
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public bool canCooldown = true;
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public float baseCooldown;
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public float cooldown;
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public float currentCooldown;
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[Header("Stats")]
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[Header("Stats")]
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public float basePower;
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public float power;
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public float baseProjectileCount;
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public float projectileCount;
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public Dictionary<AbilityUpgrade, int> attachedUpgrades = new();
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private void Start()
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{
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cooldown = baseCooldown;
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power = basePower;
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projectileCount = baseProjectileCount;
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}
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public void TryAbility()
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{
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if (currentCooldown <= 0 && canCooldown)
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@ -5,8 +5,8 @@ public class AbilityUpgrade : ScriptableObject
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[Header("Identification")]
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public string upgradeName;
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public Sprite upgradeIcon;
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[Header("Stats")]
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public PlayerAbility thisPlayerAbility;
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[Header("Stats")]
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[SerializeField] private string hi; //never use this lol it's just for the header
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public void ApplyUpgrade(PlayerAbility abilityToUpgrade)
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{
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@ -1,11 +0,0 @@
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using UnityEngine;
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public class AttackSpeedUpgrade : AbilityUpgrade
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{
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[SerializeField] private float speedUpgradeAmount;
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protected override void UpgradeEffects(PlayerAbility abilityToUpgrade)
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{
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thisPlayerAbility.cooldown *= speedUpgradeAmount;
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}
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}
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@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 8cf716a335ed64e9c9c64a9e934acbd8
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13
Assets/Scripts/Abilities/Upgrades/CooldownUpgrade.cs
Normal file
13
Assets/Scripts/Abilities/Upgrades/CooldownUpgrade.cs
Normal file
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@ -0,0 +1,13 @@
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using System;
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using UnityEngine;
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[CreateAssetMenu(fileName = "Cooldown Upgrade", menuName = "AbilityUpgrades/CooldownUpgrade")]
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public class CooldownUpgrade : AbilityUpgrade
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{
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[SerializeField] private float cooldownDifference;
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protected override void UpgradeEffects(PlayerAbility abilityToUpgrade)
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{
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abilityToUpgrade.cooldown = abilityToUpgrade.baseCooldown * ((float)Math.Pow(cooldownDifference, abilityToUpgrade.attachedUpgrades[this])); //almost forgot my math there...
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}
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}
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@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: e80971b6dc38dd3bf84fc18ed9696f15
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@ -5,6 +5,7 @@ public class ProjectileCountUpgrade : AbilityUpgrade
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{
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protected override void UpgradeEffects(PlayerAbility abilityToUpgrade)
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{
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abilityToUpgrade.projectileCount++; //idk how this will work for the stacking.
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abilityToUpgrade.projectileCount =
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abilityToUpgrade.baseProjectileCount + abilityToUpgrade.attachedUpgrades[this];
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}
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}
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