Esempio n. 1
0
    // Update is called once per frame
    void Update()
    {
        if (rampageState == RampageState.waiting)
        {
            barAnim.SetBool("RampageBar", false);
        }
        if (rampageCounter >= rampageMultiUpperLimit)
        {
            rampageState = RampageState.powerUp;
            barAnim.SetBool("RampageBar", false);
            rampageCounter = 0;
        }

        if (rampageCounter > 0 && rampageState != RampageState.powerUp)
        {
            rampageResetCounter -= Time.deltaTime;
            if (rampageResetCounter <= 0)
            {
                rampageState = RampageState.counting;
            }
        }
        else if (rampageCounter < 0 && rampageState != RampageState.powerUp)
        {
            rampageCounter      = 0;
            rampageResetCounter = 3f;
            barAnim.SetBool("RampageBar", false);
            rampageState = RampageState.none;
        }


        rampMultiText.text = rampageMultiplier.ToString() + "x";
        switch (rampageState)
        {
        case RampageState.none:
            axe.GetComponent <HackSlash>().attackDamage = 5f;
            axe.GetComponent <HackSlash>().attackRate   = 1.5f;
            rampageMultiUpperLimit = 10f;
            rampageMultiplier      = 0;
            rampageAnimation.SetBool("RampageOn", false);
            break;

        case RampageState.counting:
            rampageCounter -= Time.deltaTime;
            barAnim.SetBool("RampageBar", true);
            break;

        case RampageState.powerUp:
            rampageIncrease = true;
            rampageAnimation.SetBool("RampageOn", true);
            rampageMultiplier      += 0.1f;
            rampageMultiUpperLimit *= 2;
            rampageState            = RampageState.waiting;
            break;
        }
        rampageFillUp.value = rampageCounter / rampageMultiUpperLimit;

        if (rampageIncrease)
        {
            rampagePowerUp();
        }
    }
Esempio n. 2
0
 public static void resetCounter()
 {
     rampageResetCounter = 3f;
     rampageState        = RampageState.waiting;
 }