// 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); } }