Station.cs 2.0 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. public class Station : MonoBehaviour
  5. {
  6. public float maxPower;
  7. public Transform gauge;
  8. public float powerSuckDelay = 1;
  9. public float powerLevel;
  10. public LineRenderer lineRenderer;
  11. private IEnumerator drainCoroutine;
  12. private Transform lineTarget;
  13. // Use this for initialization
  14. void Start()
  15. {
  16. powerLevel = 0;
  17. lineTarget = lineRenderer.transform;
  18. lineRenderer.SetPositions(new Vector3[]{
  19. lineRenderer.transform.position,
  20. lineTarget.position,
  21. });
  22. }
  23. // Update is called once per frame
  24. void Update()
  25. {
  26. UpdatePowerBar();
  27. }
  28. void PowerUp(float delta)
  29. {
  30. powerLevel += delta;
  31. if (powerLevel >= maxPower)
  32. Debug.Log("Station at max power!");
  33. UpdatePowerBar();
  34. }
  35. private void UpdatePowerBar()
  36. {
  37. var level = powerLevel / maxPower;
  38. gauge.localScale = new Vector3(1, level, 1);
  39. lineRenderer.SetPosition(1, lineTarget.position);
  40. }
  41. void OnTriggerEnter(Collider other)
  42. {
  43. if (other.CompareTag("Player"))
  44. {
  45. lineTarget = other.transform;
  46. drainCoroutine = DrainPower(other.GetComponent<Player>());
  47. StartCoroutine(drainCoroutine);
  48. }
  49. }
  50. void OnTriggerExit(Collider other)
  51. {
  52. if (other.CompareTag("Player"))
  53. {
  54. lineTarget = lineRenderer.transform;
  55. if (drainCoroutine != null)
  56. StopCoroutine(drainCoroutine);
  57. }
  58. }
  59. private IEnumerator DrainPower(Player player)
  60. {
  61. while (player.PowerLevel >= 1f)
  62. {
  63. if (powerLevel >= maxPower)
  64. {
  65. yield break;
  66. }
  67. yield return new WaitForSeconds(powerSuckDelay);
  68. PowerUp(1);
  69. player.PowerLevel -= 1f;
  70. UpdatePowerBar();
  71. }
  72. }
  73. }