/// <summary> /// Manages speed bars /// </summary> public virtual void UpdateTime() { pc.ResetPosition(); if (status == STATUS.DEAD) { ResetTimer(); return; //Do nothing if dead } CheckLevel(); CheckLowHealth(); if (moveTimer < 100) { float addTime = Time.deltaTime + (Spd / (25f) * BattleManager.gameSpeed); //Calculate speed gague incremental increase //Tile Effect if (pc.GetTileEffect1() == Tile.EFFECT.STUCK) { addTime /= 2; //Slow if standing on an impeding tile } if (pc.GetTileEffect2() == Tile.EFFECT.STUCK) { addTime /= 2; } //Status Effect if (ec != null) { if (ec.CheckEffect("SWIFT")) { addTime *= 1.7f; //Increase by 70% } else if (ec.CheckEffect("SLOW")) { addTime *= 0.5f; //Decrease by half } } moveTimer += addTime; if (moveTimer > 100) { moveTimer = 100; } } else if (moveTimer == 100) { Ready = true; //Roll status effects ec.StatusEffectsTurn(); ec.TileEffectsTurn(pc.tile.effect1); ec.TileEffectsTurn(pc.tile.effect2); moveTimer = 100.1f; //Prevent this block from being executed again before turn is used } }
/// <summary> /// Manages speed bars /// </summary> public virtual void UpdateTime() { if (status == STATUS.DEAD) { return; //Do nothing if dead } pc.ResetPosition(); CheckLevel(); if (moveTimer < 100) { moveTimer += Time.deltaTime + (Spd / (25f) * speedMultiplier); } else { Ready = true; } }