using System.Collections;
using System.Collections.Generic;
using MoreMountains.Feedbacks;
using UnityEngine;
namespace MoreMountains.Feel
{
///
/// A class used to handle the characters in Feel's Tactical demo scene, detects input,
/// shoots while a button is pressed, stops shooting when released, handles reload
///
public class Tactical : MonoBehaviour
{
[Header("Cooldown")]
/// a duration, in seconds, between two shots, during which shots are prevented
[Tooltip("a duration, in seconds, between two shots, during which shots are prevented")]
public float CooldownDuration = 0.1f;
[Header("Bindings")]
/// the position of the shot's impact
[Tooltip("the position of the shot's impact")]
public Transform ImpactPosition;
[Header("Feedbacks")]
/// a feedback to call when shooting
[Tooltip("a feedback to call when shooting")]
public MMFeedbacks ShootFeedback;
/// a feedback to call when shooting stops
[Tooltip("a feedback to call when shooting stops")]
public MMFeedbacks ShootStopFeedback;
/// a feedback to call when a reload happens
[Tooltip("a feedback to call when a reload happens")]
public MMFeedbacks ReloadFeedback;
protected float _lastJumpStartedAt = -100f;
protected int _magazine = 15;
///
/// On Update we look for input
///
protected virtual void Update()
{
HandleInput();
}
///
/// Detects input
///
protected virtual void HandleInput()
{
if (FeelDemosInputHelper.CheckMainActionInputPressed())
{
Shoot();
}
if (FeelDemosInputHelper.CheckMainActionInputUpThisFrame())
{
ShootStop();
}
}
///
/// Shoots if possible
///
protected virtual void Shoot()
{
if (Time.time - _lastJumpStartedAt > CooldownDuration)
{
float damage = Random.Range(20, 200);
ShootFeedback?.PlayFeedbacks(ImpactPosition.position, damage);
_lastJumpStartedAt = Time.time;
_magazine--;
}
}
///
/// Stops shooting
///
protected virtual void ShootStop()
{
ShootStopFeedback?.PlayFeedbacks();
if (_magazine < 0)
{
ReloadFeedback?.PlayFeedbacks();
_magazine = 15;
}
}
}
}