Example #1
0
    // Update is called once per frame
    void Update()
    {
        m_shieldVisual.gameObject.SetActive(m_ref_entityBase.GetShieldPercent() > 0);
        shootReady = Mathf.MoveTowards(shootReady, 1, Time.deltaTime * normalWeapon.weapon_firerateMultiplier);
        turnReady  = Mathf.MoveTowards(turnReady, 1, Time.deltaTime * 2f);

        if (shieldRechargeReady < 1)
        {
            shieldRechargeReady = Mathf.MoveTowards(shieldRechargeReady, 1, Time.deltaTime * shieldRechargeSpeed * 0.2f);
        }
        else if (GetShieldPercent() < 1)
        {
            m_ref_entityBase.m_shield_current += m_ref_entityBase.m_shield_max * Time.deltaTime * shieldRechargeSpeed * 0.1f;
        }

        if (Input.GetKeyDown(KeyCode.LeftControl) && turnReady >= 1)
        {
            turnReady = 0;
            turned    = !turned;
            m_ref_playerVisualAnimation.SetTurned(turned);
        }
        if (Input.GetKey(KeyCode.Space) && shootReady >= 1)
        {
            m_ref_entityShoot.Shoot(normalWeapon, m_ref_entityBase, turned? 180: 0);
            shootReady = 0;
        }
        // DEBUG
        if (Input.GetKeyDown(KeyCode.K))
        {
            m_ref_entityBase.DealDamage(250, WeaponData.DamageType.normal);
        }
        // DEBUG
        if (Input.GetKeyDown(KeyCode.B))
        {
            m_ref_entityBase.AddBuff(EntityBase.BuffType.directDamage, 8, 5);
            //m_ref_playerBuffManager.AddBuff (PlayerBuffManager.BuffType.criticalChance, 10, 5);
            //m_ref_playerBuffManager.AddBuff (PlayerBuffManager.BuffType.criticalDamage, 4, 5);
            //m_ref_playerBuffManager.AddBuff (PlayerBuffManager.BuffType.damageOverTime, 2, 5);
        }
    }