private void updateArmor(Component other) { var destructible = other.GetComponent <Destructible>(); PickupInfo.Spawner("Armor Maximum", ArmorDeltaMax); PickupInfo.Spawner("Armor Regeneration", ArmorDeltaRegen); PickupInfo.Spawner("Armor Boost", ArmorDelta); destructible.MaxArmor = Mathf.Max(destructible.MaxArmor + ArmorDeltaMax, 0); destructible.ArmorRegeneration = Mathf.Max(destructible.ArmorRegeneration + ArmorDeltaRegen, 0); destructible.CurrentArmor = Mathf.Clamp(destructible.CurrentArmor + ArmorDelta, 0, destructible.MaxArmor); }
private void updateShields(Component other) { var destructible = other.GetComponent <Destructible>(); PickupInfo.Spawner("Shield Maximum", ShieldDeltaMax); PickupInfo.Spawner("Shield Regeneration", ShieldDeltaRegen); PickupInfo.Spawner("Shield Boost", ShieldDelta); destructible.MaxShield = Mathf.Max(destructible.MaxShield + ShieldDeltaMax, 0); destructible.ShieldRegeneration = Mathf.Max(destructible.ShieldRegeneration + ShieldDeltaRegen, 0); destructible.CurrentShield = Mathf.Clamp(destructible.CurrentShield + ShieldDelta, 0, destructible.MaxShield); }
private void updateEnergy(Component other) { var w = other.GetComponentInChildren <PlayerWeapon>(); if (!w) { return; } PickupInfo.Spawner("Energy Maximum", EnergyDeltaMax); PickupInfo.Spawner("Energy Regeneration", EnergyDeltaRegen); PickupInfo.Spawner("Energy Boost", EnergyDelta); w.MaxEnergy = Mathf.Max(w.MaxEnergy + EnergyDeltaMax, 0); w.EnergyRegeneration = Mathf.Max(w.EnergyRegeneration + EnergyDeltaRegen, 0); w.CurrentEnergy = Mathf.Clamp(w.CurrentEnergy + EnergyDelta, 0, w.MaxEnergy); }