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