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CharacterManager.cs
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106 lines (96 loc) · 3.37 KB
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using System;
using System.Collections;
using UnityEngine;
namespace OverwatchSample {
public class CharacterManager : MonoBehaviour {
public float UltMeter {
get { return _ultMeter; }
set {
_ultMeter = value;
OnUltMeterChanged?.Invoke(_ultMeter);
}
}
public float Health {
get { return _health; }
set {
_health = value;
OnHealthChanged?.Invoke(_health);
}
}
public float MaxHealth {
get { return _maxHealth; }
set {
_maxHealth = value;
OnMaxHealthChanged?.Invoke(_maxHealth);
}
}
public DateTime SkillOneReady {
get { return _skillOneReady; }
set {
_skillOneReady = value;
OnSkillOneReadyChanged?.Invoke(_skillOneReady);
}
}
public DateTime SkillTwoReady {
get { return _skillTwoReady; }
set {
_skillTwoReady = value;
OnSkillTwoReadyChanged?.Invoke(_skillTwoReady);
}
}
public float SkillOneCooldown => 10f;
public float SkillTwoCooldown => 20f;
public event Action<float> OnUltMeterChanged;
public event Action<float> OnHealthChanged;
public event Action<float> OnMaxHealthChanged;
public event Action<DateTime> OnSkillOneReadyChanged;
public event Action<DateTime> OnSkillTwoReadyChanged;
float _ultMeter;
float _health = 200f;
float _maxHealth = 200f;
DateTime _skillOneReady = DateTime.Now;
DateTime _skillTwoReady = DateTime.Now;
void Start() {
StartCoroutine(ChangeUltMeterCo());
StartCoroutine(ChangeHealthCo());
StartCoroutine(ChangeSkillCooldonwsCo());
}
IEnumerator ChangeUltMeterCo() {
while (true) {
UltMeter = 0;
yield return new WaitForSeconds(2f);
for (var v = 0f; v < 1f; v += 0.005f) {
UltMeter = v;
yield return new WaitForSeconds(0.025f);
}
UltMeter = 1f;
yield return new WaitForSeconds(6f);
}
}
IEnumerator ChangeHealthCo() {
while (true) {
yield return new WaitForSeconds(3f);
MaxHealth = 500f;
Health = 500f;
yield return new WaitForSeconds(2f);
Health = 420f;
yield return new WaitForSeconds(2f);
Health = 277f;
yield return new WaitForSeconds(2f);
MaxHealth = 200f;
Health = 200f;
}
}
IEnumerator ChangeSkillCooldonwsCo() {
while (true) {
yield return new WaitForSeconds(2f);
SkillOneReady = DateTime.Now + TimeSpan.FromSeconds(SkillOneCooldown);
yield return new WaitForSeconds(3f);
SkillTwoReady = DateTime.Now + TimeSpan.FromSeconds(SkillTwoCooldown);
yield return new WaitForSeconds(10f);
SkillOneReady = DateTime.Now + TimeSpan.FromSeconds(SkillOneCooldown);
yield return new WaitForSeconds(12f);
}
}
}
}