trotFunky
42706712aa
Fixed abstract character not depleting energy when reaching zero Created prefabs for player and enemy bullets Added physics layers for players and enemies
57 lines
1.2 KiB
C#
57 lines
1.2 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public abstract class AbstractShooter : MonoBehaviour
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{
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// Energy consumed per shot
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[SerializeField] protected float _energyCost = 2;
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public float EnergyCost => _energyCost;
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// Minimum time between two shots
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protected float _minDeltaTime = 1f / 5;
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[SerializeField] private int _shotsPerSecond = 5;
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public int ShotsPerSecond
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{
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get { return _shotsPerSecond; }
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set
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{
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_shotsPerSecond = value;
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_minDeltaTime = 1f / _shotsPerSecond;
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}
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}
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private float _timeLeft;
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// Start is called before the first frame update
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void Start()
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{
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_minDeltaTime = 1f / ShotsPerSecond;
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_timeLeft = 0;
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}
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void Update()
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{
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_timeLeft -= Time.deltaTime;
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}
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private void OnValidate()
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{
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_minDeltaTime = 1f / ShotsPerSecond;
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}
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public bool Shoot(float currentEnergy)
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{
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if (_timeLeft <= 0 && currentEnergy > 0)
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{
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InstantiateProjectiles();
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_timeLeft = _minDeltaTime;
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return true;
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}
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return false;
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}
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protected abstract void InstantiateProjectiles();
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}
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