Implemented flashlight

This commit is contained in:
Stedd 2022-11-06 18:02:16 +01:00
parent f8abb3dac8
commit 68de921a69
13 changed files with 32339 additions and 20 deletions

94
Assets/FlashLight.cs Normal file
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@ -0,0 +1,94 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class FlashLight : MonoBehaviour
{
[Header("Config")]
[SerializeField] private float _powerDraw;
[SerializeField] private float _maxCharge;
[SerializeField] private float _range;
[SerializeField] private float _angle;
[SerializeField] private float _intensity;
[Header("State")]
[SerializeField] private bool _isActive;
[field: SerializeField] public float CurrentCharge { get; private set; }
[field: SerializeField] private FloatVariable _S_currentCharge;
[Header("Connection")]
[SerializeField] private Light _light;
private void Awake()
{
_light = GetComponent<Light>();
}
private void OnEnable()
{
CurrentCharge = _maxCharge;
_light.enabled = false;
}
private void Update()
{
ToggleFlashlight();
if (_isActive)
{
CurrentCharge -= _powerDraw * Time.deltaTime;
CurrentCharge = Mathf.Clamp(CurrentCharge, 0, _maxCharge);
if (CurrentCharge == 0)
{
FlashLightOff();
}
}
UpdateUI();
}
private void FlashLightOff()
{
_light.enabled = false;
}
private void FlashLightOn()
{
_light.enabled = true;
}
private void ToggleFlashlight()
{
if (Keyboard.current.fKey.wasPressedThisFrame)
{
_isActive = !_isActive;
if (_isActive)
{
FlashLightOn();
}
else
{
FlashLightOff();
}
}
}
public void ModifyCharge(float modifyValue)
{
CurrentCharge += modifyValue;
CurrentCharge = Mathf.Clamp(CurrentCharge, 0, _maxCharge);
}
public float GetChargeFactor()
{
return CurrentCharge / _maxCharge;
}
private void UpdateUI()
{
_S_currentCharge.Value = GetChargeFactor() * 100f;
}
}

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@ -0,0 +1,28 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BatteryPickup : MonoBehaviour
{
[Header("Config")]
[SerializeField] private int _pickupAmount;
private void OnTriggerEnter(Collider other)
{
print("Battery Pickup" + other);
var flashLight = other.GetComponentInChildren<FlashLight>();
var amountBefore = flashLight.CurrentCharge;
if (flashLight != null)
{
flashLight.ModifyCharge(_pickupAmount);
}
var amountAfter = flashLight.CurrentCharge;
if (amountBefore != amountAfter)
{
Destroy(gameObject.transform.parent.gameObject);
}
}
}

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@ -5,10 +5,12 @@ public class PlayerHealth : MonoBehaviour, IDamageable
[SerializeField] private DeathHandler _deathHandler;
[SerializeField] private float _maxHealth;
[SerializeField] private float _health;
[field: SerializeField] private FloatVariable _S_currentHealth;
private void Awake()
{
SetHealth(_maxHealth);
UpdateUI();
}
public float GetHealth()
@ -31,12 +33,14 @@ public class PlayerHealth : MonoBehaviour, IDamageable
public void ModifyHealth(float healthChange)
{
_health += healthChange;
if (_health <= 0)
{
_health = 0;
_deathHandler.HandleDeath();
}
UpdateUI();
}
public void SetHealth(float newHealth)
@ -48,4 +52,9 @@ public class PlayerHealth : MonoBehaviour, IDamageable
{
_maxHealth = newHealth;
}
private void UpdateUI()
{
_S_currentHealth.Value = GetHealthFactor() * 100;
}
}

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