public static void ReduceAmmunition() { currentPrimaryAmmo -= 1; ShardAmountChanged?.Invoke(-1 * currentPrimaryAmmo); }
public static void ReloadGun(int reloadAmount) { currentPrimaryAmmo = reloadAmount; ShardAmountChanged?.Invoke(1 * currentPrimaryAmmo); }
public static void IncreaseArtifactPower(int increaseAmount) { currentPrimaryAmmo += increaseAmount; ShardAmountChanged?.Invoke(1 * currentPrimaryAmmo); }
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(); }