コード例 #1
0
ファイル: HP_Stats.cs プロジェクト: Neriward/Hollow-Point
 public static void ReduceAmmunition()
 {
     currentPrimaryAmmo -= 1;
     ShardAmountChanged?.Invoke(-1 * currentPrimaryAmmo);
 }
コード例 #2
0
ファイル: HP_Stats.cs プロジェクト: Neriward/Hollow-Point
 public static void ReloadGun(int reloadAmount)
 {
     currentPrimaryAmmo = reloadAmount;
     ShardAmountChanged?.Invoke(1 * currentPrimaryAmmo);
 }
コード例 #3
0
ファイル: HP_Stats.cs プロジェクト: Neriward/Hollow-Point
 public static void IncreaseArtifactPower(int increaseAmount)
 {
     currentPrimaryAmmo += increaseAmount;
     ShardAmountChanged?.Invoke(1 * currentPrimaryAmmo);
 }
コード例 #4
0
ファイル: HP_Stats.cs プロジェクト: Neriward/Hollow-Point
        public void CharmUpdate(PlayerData data, HeroController controller)
        {
            Log("Charm Update Called");
            HP_AttackHandler.airStrikeActive = false;
            bulletSprite = "";

            //Default Dash speeds
            default_dash_cooldown       = 0.6f;
            default_dash_cooldown_charm = 0.4f;
            default_dash_speed          = 20f;
            default_dash_speed_sharp    = 28f;
            default_dash_time           = 0.25f;
            default_gravity             = 0.79f;

            //Initialise stats
            currentPrimaryAmmo = 10;
            bulletRange        = .20f + (PlayerData.instance.nailSmithUpgrades * 0.02f);
            bulletVelocity     = 44f;
            burstSoulCost      = 1;
            fireRateCooldown   = 12.5f;
            fireSoulCost       = 5;
            grenadeAmnt        = 2 + (int)(Math.Floor((float)(PlayerData.instance.nailSmithUpgrades + 1) / 2));
            heatPerShot        = 1f;
            max_soul_regen     = 25;
            soulGained         = 2;
            soulConsumed       = 0;
            soulRegenTimer     = 2.75f;
            walkSpeed          = 3.5f;

            //Charm 3 Grubsong
            soulRegenTimer = (PlayerData.instance.equippedCharm_3) ? 1.25f : 2.75f;

            //Charm 6 Fury of the Fallen
            if (PlayerData.instance.equippedCharm_6)
            {
                walkSpeed        += 2f;
                soulRegenTimer   -= 1f;
                fireRateCooldown -= 0.4f;
            }

            //Charm 8 Lifeblood Heart
            currentPrimaryAmmo += (PlayerData.instance.equippedCharm_8)? 2 : 0;

            //Charm 11 Flukenest, add additional soul cost
            if (PlayerData.instance.equippedCharm_11)
            {
                heatPerShot      += 3f;
                fireSoulCost     += 7;
                fireRateCooldown += 6.5f;
                bulletRange      += -0.025f;
            }

            //Charm 13 Mark of Pride, increase range, increases heat, increases soul cost, decrease firing speed (SNIPER MODULE)
            if (PlayerData.instance.equippedCharm_13)
            {
                bulletRange      += 0.5f;
                bulletVelocity   += 15f;
                heatPerShot      -= 0.55f;
                fireSoulCost     += 5;
                fireRateCooldown += 3.75f;
                walkSpeed        += -1f;
            }
            //yeet

            //Charm 14 Steady Body
            //walkSpeed = (PlayerData.instance.equippedCharm_14) ? (walkSpeed) : walkSpeed;

            //Charm 16 Sharp Shadow and Fury of the fallen sprite changes
            bulletSprite = (PlayerData.instance.equippedCharm_16) ? "shadebullet.png" : bulletSprite;
            bulletSprite = (PlayerData.instance.equippedCharm_6) ? "furybullet.png" : bulletSprite;

            //Charm 18 Long Nail
            bulletVelocity += (PlayerData.instance.equippedCharm_18) ? 20f : 0;

            //Charm 19 Shaman Stone
            grenadeAmnt += (PlayerData.instance.equippedCharm_19) ? (PlayerData.instance.nailSmithUpgrades + 2) : 0;

            soulGained += (PlayerData.instance.equippedCharm_20) ? 1 : 0;

            //Charm 21 Soul Eater
            if (PlayerData.instance.equippedCharm_21)
            {
                fireSoulCost   -= 2;
                max_soul_regen += 10;
                soulGained     += 2;
            }

            //Charm 23 Fragile/Unbrekable Heart
            hasActivatedAdrenaline = (PlayerData.instance.equippedCharm_23) ? false : true;

            //Charm 25 Fragile Strength
            heatPerShot += (PlayerData.instance.equippedCharm_25) ? 0.25f : 0;

            //Charm 32 Quick Slash, increase firerate, decrease heat,
            if (PlayerData.instance.equippedCharm_32)
            {
                heatPerShot      += 0.3f;
                fireSoulCost     += 1;
                fireRateCooldown -= 2.5f;
                walkSpeed        += -2.25f;
            }

            //Charm 37 Sprint
            walkSpeed += 1.75f;

            //Charm 37 Sprintmaster

            //Minimum value setters, NOTE: soul cost doesnt like having it at 1 so i set it up as 2 minimum
            fireSoulCost     = (fireSoulCost < 2) ? 2 : fireSoulCost;
            walkSpeed        = (walkSpeed < 1) ? 1 : walkSpeed;
            fireRateCooldown = (fireRateCooldown < 1f)? 1f: fireRateCooldown;

            ShardAmountChanged?.Invoke(currentPrimaryAmmo);

            HP_UIHandler.UpdateDisplay();
        }