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if (i < (health / 10)) { + if (i < (health / 50)) { barricadePlanks[i].SetActive(true); } else diff --git a/Assets/Scripts/BlockManager.cs b/Assets/Scripts/BlockManager.cs index e303d27..966ccc8 100644 --- a/Assets/Scripts/BlockManager.cs +++ b/Assets/Scripts/BlockManager.cs @@ -25,6 +25,10 @@ public class BlockManager : MonoBehaviour { healthTime = healthRate; } + else if (blockType == BlockType.Ammo) + { + healthTime = healthRate; + } } // Update is called once per frame @@ -38,6 +42,14 @@ public class BlockManager : MonoBehaviour healthTime = healthRate + Time.time; } } + else if (blockType == BlockType.Ammo) + { + if (health < 100 && healthTime < Time.time) + { + health += 10; + healthTime = healthRate + Time.time; + } + } } public void Action() @@ -68,5 +80,13 @@ public class BlockManager : MonoBehaviour player.barricadeMaterials += (player.barricadeMaterials <= 40 ? 10 : (50 - player.barricadeMaterials)); } } + else if (blockType == BlockType.Ammo) + { + if (health > 0 && player.ammo < 50) + { + health -= 10; + player.ammo += (player.ammo <= 40 ? 10 : (50 - player.ammo)); + } + } } } diff --git a/Assets/Scripts/PlayerManager.cs b/Assets/Scripts/PlayerManager.cs index ca911e4..3820c0d 100644 --- a/Assets/Scripts/PlayerManager.cs +++ b/Assets/Scripts/PlayerManager.cs @@ -17,7 +17,8 @@ public class PlayerManager : MonoBehaviour private bool run = false; private Camera playerCamera; private Rigidbody rigidBody; - public int barricadeMaterials = 10; + public int barricadeMaterials = 50; + public int ammo = 50; public List weaponList = new List(); private GameObject createWeapon; public GuiManager guiManager;