Kaynağa Gözat

player power level logic

Niels Meyering 9 yıl önce
ebeveyn
işleme
8074977b97

+ 142 - 0
game/Assets/Prefabs/Player.prefab

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+ 1 - 1
game/Assets/Prefabs/Station.prefab

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+ 72 - 17
game/Assets/Scenes/Main.unity

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+ 10 - 0
game/Assets/Scripts/Player.cs

@@ -15,6 +15,7 @@ public class Player : MonoBehaviour
         set
         {
             powerLevel = value;
+            UpdatePowerBar();
 
             if (powerLevel > powerLevelMax)
             {
@@ -23,6 +24,12 @@ public class Player : MonoBehaviour
         }
     }
 
+    private void UpdatePowerBar()
+    {
+        var level = powerLevel / powerLevelMax;
+        gauge.localScale = new Vector3(1, level, 1);
+    }
+
     public float startSpeed = 5f;
     public float lookSmoothingSeconds = 0.05f;
     public float cameraSmoothingSeconds = 1;
@@ -32,6 +39,7 @@ public class Player : MonoBehaviour
     public Transform gunTransform;
     public Rigidbody bulletPrefab;
     public Light muzzleLight;
+    public Transform gauge;
 
     private Vector3 inputDirection;
     private float speed;
@@ -61,6 +69,8 @@ public class Player : MonoBehaviour
             transform.forward = Vector3.SmoothDamp(transform.forward, lookDirection, ref lookVelocity, lookSmoothingSeconds);
 	    transform.position += inputDirection * speed * Time.deltaTime;
 
+        UpdatePowerBar();
+
 	    Camera.main.transform.position = Vector3.SmoothDamp(Camera.main.transform.localPosition, TargetCameraPosition(), ref cameraVelocity, cameraSmoothingSeconds);
 
 	    if (shooting)

+ 20 - 5
game/Assets/Station.cs

@@ -6,10 +6,12 @@ public class Station : MonoBehaviour
 {
     public float maxPower;
     public Transform gauge;
-
+    public float powerSuckDelay = 1;
     public float powerLevel;
 
-	// Use this for initialization
+    private IEnumerator drainCoroutine;
+
+    // Use this for initialization
 	void Start ()
 	{
 	    powerLevel = 0;
@@ -40,7 +42,16 @@ public class Station : MonoBehaviour
     {
         if (other.CompareTag("Player"))
         {
-            StartCoroutine(DrainPower(other.GetComponent<Player>()));
+            drainCoroutine = DrainPower(other.GetComponent<Player>());
+            StartCoroutine(drainCoroutine);
+        }
+    }
+
+    void OnTriggerExit(Collider other)
+    {
+        if (other.CompareTag("Player"))
+        {
+            StopCoroutine(drainCoroutine);
         }
     }
 
@@ -48,10 +59,14 @@ public class Station : MonoBehaviour
     {
         while (player.PowerLevel >= 1f)
         {
-            powerLevel += 1;
+            if (powerLevel >= maxPower)
+            {
+                yield break;
+            }
+            yield return new WaitForSeconds(powerSuckDelay);
+            PowerUp(1);
             player.PowerLevel -= 1f;
             UpdatePowerBar();
-            yield return null;
         }
     }
 }