73 lines
1.7 KiB
C#
73 lines
1.7 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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public class PlayerAbility : MonoBehaviour
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{
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[Header("Identification")]
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public string abilityName;
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public Sprite abilityIcon;
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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 cooldown;
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public float currentCooldown;
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[Header("Stats")]
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public float power;
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public float projectileCount;
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public Dictionary<AbilityUpgrade, int> attachedUpgrades = new();
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public void TryAbility()
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{
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if (currentCooldown <= 0 && canCooldown)
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{
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currentCooldown = cooldown;
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AbilityEffects();
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}
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}
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protected virtual void AbilityEffects()
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{
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}
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protected virtual void Update()
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{
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if (currentCooldown > 0)
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{
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currentCooldown -= Time.deltaTime;
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}
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}
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public void AddUpgrade(AbilityUpgrade upgrade)
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{
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if (!attachedUpgrades.ContainsKey(upgrade))
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{
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attachedUpgrades[upgrade] = 0;
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}
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attachedUpgrades[upgrade]++;
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upgrade.ApplyUpgrade(this);
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}
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public bool RemoveUpgrade(AbilityUpgrade upgrade)
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{
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if (attachedUpgrades.ContainsKey(upgrade))
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{
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attachedUpgrades[upgrade]--;
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if (attachedUpgrades[upgrade] >= 0)
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{
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attachedUpgrades.Remove(upgrade);
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}
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upgrade.ApplyRemoval(this);
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return true;
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}
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return false;
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}
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public int GetUpgradeCount(AbilityUpgrade upgrade)
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{
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if (!attachedUpgrades.ContainsKey(upgrade))
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{
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return 0;
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}
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return attachedUpgrades[upgrade];
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}
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}
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