72 lines
1.7 KiB
C#
72 lines
1.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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public class BonusController : MonoBehaviour, ITextChangable
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{
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public UnityEvent<object> OnTextChange => _OnTextChange;
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private UnityEvent<object> _OnTextChange = new UnityEvent<object>();
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private float _bonusValue = 1f;
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public float BonusValue
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{
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get => _bonusValue;
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set
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{
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_bonusValue = value;
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_OnTextChange?.Invoke(_bonusValue);
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}
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}
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[SerializeField]
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private float _bonusOffset = 0.1f;
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[SerializeField]
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private float _decreaseReloadTime = 5f;
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[SerializeField]
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private float _decreaseSpeed = 0.6f;
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private bool _decreaseBonus = false;
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private Coroutine _decreaseReloadCoroutine;
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private void Start()
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{
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BonusValue = 1;
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}
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private IEnumerator DecreaseReload_Coroutine()
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{
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_decreaseBonus = false;
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yield return new WaitForSeconds(_decreaseReloadTime);
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_decreaseBonus = true;
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}
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public void DecreaseReload()
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{
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if (_decreaseReloadCoroutine != null)
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{
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StopCoroutine(_decreaseReloadCoroutine);
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}
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_decreaseReloadCoroutine = StartCoroutine(DecreaseReload_Coroutine());
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}
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public void UseBonus()
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{
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BonusValue += _bonusOffset;
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}
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private void FixedUpdate()
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{
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if (_decreaseBonus)
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{
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BonusValue -= Time.deltaTime * _decreaseSpeed;
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BonusValue = Mathf.Clamp(BonusValue, 1, float.MaxValue);
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_OnTextChange?.Invoke(BonusValue);
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if (BonusValue == 1)
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_decreaseBonus = false;
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}
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}
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}
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