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CrowdControl/Assets/Source/Scripts/XPPicker.cs

71 lines
1.9 KiB
C#

1 month ago
using D2D;
using System;
using UnityEngine;
using static D2D.Utilities.CommonGameplayFacade;
public class XPPicker : MonoBehaviour
{
[SerializeField] private float getDistance = 1f;
[SerializeField] private float pickUpForce = 5f;
[SerializeField] private GameObject pickUpVFX;
private SexyOverlap overlap;
public Action<float> OnPickUp;
private float currentXPModifier = 1;
private void Awake()
{
_xpPicker = this;
overlap = GetComponent<SexyOverlap>();
}
private void FixedUpdate()
{
if (overlap.HasTouch)
{
foreach (var item in overlap.AllTouched)
{
if (item == null)
{
continue;
}
var distance = Vector3.Distance(transform.position, item.transform.position);
if (distance <= getDistance)
{
var xp = item.GetComponent<XPPoint>().PickUp() * currentXPModifier;
_audioManager.PlayOneShot(_gameData.pickUpClip, .2f);
OnPickUp?.Invoke(xp);
PickVFX(item.transform.position);
return;
}
if (item.attachedRigidbody == null)
{
return;
}
item.attachedRigidbody.isKinematic = true;
float speed = pickUpForce - distance;
speed = speed * Time.fixedDeltaTime;
item.transform.position = Vector3.MoveTowards(item.transform.position, transform.position, speed);
}
}
}
private void PickVFX(Vector3 place)
{
var vfx = Instantiate(pickUpVFX, place, Quaternion.identity);
Destroy(vfx, 2f);
}
public void IncreaseXPModifier()
{
currentXPModifier *= _gameData.xpModifierIncrease;
}
}