2020-01-31 20:47:30 +00:00
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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 class BlockManager : MonoBehaviour
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{
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2020-02-01 17:17:29 +00:00
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public enum BlockType {None, Barricade, Door, Wood, Ammo, FireCamp};
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2020-01-31 20:47:30 +00:00
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public BlockType blockType = BlockType.None;
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2020-01-31 21:32:05 +00:00
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public float health = 100;
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2020-02-01 15:20:10 +00:00
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public float healthRate = 5;
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private float healthTime = 5;
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2020-02-01 13:26:43 +00:00
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private Animation animation;
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2020-02-01 15:20:10 +00:00
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private PlayerManager player;
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2020-02-01 11:11:56 +00:00
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private bool action = false;
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2020-01-31 20:47:30 +00:00
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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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2020-02-01 15:20:10 +00:00
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player = FindObjectOfType<PlayerManager>();
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2020-02-01 11:11:56 +00:00
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if (blockType == BlockType.Door)
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{
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2020-02-01 13:26:43 +00:00
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animation = this.GetComponent<Animation>();
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2020-02-01 11:11:56 +00:00
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}
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2020-02-01 15:20:10 +00:00
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else if (blockType == BlockType.Wood)
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{
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healthTime = healthRate;
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}
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2020-01-31 20:47:30 +00:00
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}
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// Update is called once per frame
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void Update()
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{
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2020-02-01 15:20:10 +00:00
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if (blockType == BlockType.Wood)
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{
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if (health < 100 && healthTime < Time.time)
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{
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health += 10;
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healthTime = healthRate + Time.time;
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}
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}
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2020-02-01 11:11:56 +00:00
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}
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public void Action()
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{
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if (blockType == BlockType.Door)
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{
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2020-02-01 15:20:10 +00:00
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if (!animation.isPlaying)
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{
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2020-02-01 13:26:43 +00:00
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if (!action)
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{
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animation["Door"].speed = 1;
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animation["Door"].time = 0;
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action = true;
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}
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else
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{
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animation["Door"].speed = -1;
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animation["Door"].time = animation["Door"].length;
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action = false;
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}
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animation.Play("Door");
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2020-02-01 15:20:10 +00:00
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}
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}
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else if (blockType == BlockType.Wood)
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{
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if (health > 0 && player.barricadeMaterials < 50) {
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health -= 10;
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player.barricadeMaterials += (player.barricadeMaterials <= 40 ? 10 : (50 - player.barricadeMaterials));
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}
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2020-02-01 11:11:56 +00:00
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}
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2020-01-31 20:47:30 +00:00
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}
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}
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