GlobalGameJame/Assets/Scripts/BlockManager.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BlockManager : MonoBehaviour
{
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public enum BlockType {None, Barricade, Door, Wood, Ammo, FireCamp};
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public BlockType blockType = BlockType.None;
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public float health = 100;
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public float healthRate = 5;
private float healthTime = 5;
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private Animation animation;
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private PlayerManager player;
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private bool action = false;
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public List<GameObject> amountModels = new List<GameObject>();
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public AudioSource audioSource = new AudioSource();
public AudioClip doorSound;
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// Start is called before the first frame update
void Start()
{
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player = FindObjectOfType<PlayerManager>();
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if (blockType == BlockType.Door)
{
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animation = this.GetComponent<Animation>();
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}
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else if (blockType == BlockType.Wood)
{
healthTime = healthRate;
}
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else if (blockType == BlockType.Ammo)
{
healthTime = healthRate;
}
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}
// Update is called once per frame
void Update()
{
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if (blockType == BlockType.Wood)
{
if (health < 100 && healthTime < Time.time)
{
health += 10;
healthTime = healthRate + Time.time;
}
}
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else if (blockType == BlockType.Ammo)
{
if (health < 100 && healthTime < Time.time)
{
health += 10;
healthTime = healthRate + Time.time;
}
}
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viewHealthAs();
}
void viewHealthAs()
{
if (blockType == BlockType.Wood) {
if (amountModels.Count > 0)
{
for (int i = 0; i < amountModels.Count; i++)
{
if (i < ((100 - health) / 3.7f))
{
amountModels[i].SetActive(false);
}
else
{
amountModels[i].SetActive(true);
}
}
}
}
else if (blockType == BlockType.Ammo)
{
if (amountModels.Count > 0)
{
for (int i = 0; i < amountModels.Count; i++)
{
if (i < ((100 - health) / 4.5f))
{
amountModels[i].SetActive(false);
}
else
{
amountModels[i].SetActive(true);
}
}
}
}
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}
public void Action()
{
if (blockType == BlockType.Door)
{
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if (!animation.isPlaying)
{
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audioSource.PlayOneShot(doorSound);
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if (!action)
{
animation["Door"].speed = 1;
animation["Door"].time = 0;
action = true;
}
else
{
animation["Door"].speed = -1;
animation["Door"].time = animation["Door"].length;
action = false;
}
animation.Play("Door");
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}
}
else if (blockType == BlockType.Wood)
{
if (health > 0 && player.barricadeMaterials < 50) {
health -= 10;
player.barricadeMaterials += (player.barricadeMaterials <= 40 ? 10 : (50 - player.barricadeMaterials));
}
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}
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else if (blockType == BlockType.Ammo)
{
if (health > 0 && player.ammo < 50)
{
health -= 10;
player.ammo += (player.ammo <= 40 ? 10 : (50 - player.ammo));
}
}
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}
}