fix power unit shield bug
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@@ -32,14 +32,16 @@ public class PowerUnit {
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static float initialShieldMax = 5000f;
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float shieldCurrent = initialShieldMax;
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float shieldMax = initialShieldMax;
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float shieldRegen = 10f; // * 100 ticks per second = 5s fully recharge
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static float shieldBoostIncrease = 1000f;
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static float shieldBoostAmount = 1000f;
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public float Shield => shieldCurrent;
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public float ShieldMax => shieldMax;
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public string ShieldPct => $"{((shieldCurrent / shieldMax) * 100f):0}";
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float ShieldRegen => BoostActive.Count switch {
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0 => (shieldMax / 5f) * Time.fixedDeltaTime,
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_ => 0f,
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bool UsingMovementBoost => BoostActive.Any(b => b.output != Output.Shield);
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float ShieldRegen => UsingMovementBoost switch {
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false => (shieldMax / 5f) * Time.fixedDeltaTime,
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true => 0f,
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};
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// Boost
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@@ -80,6 +82,8 @@ public class PowerUnit {
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if (boostAvailable < boostDurationSeconds) return;
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BoostActive.Add((output, Time.timeAsDouble + boostDurationSeconds));
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boostAvailable -= boostDurationSeconds;
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if (output == Output.Shield) ShieldsBoost();
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}
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public void Tick() {
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@@ -104,7 +108,7 @@ public class PowerUnit {
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boostProgress = Math.Max(0f, next);
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if (delta > 0f) boostAvailable = boostProgress;
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shieldMax = initialShieldMax + BoostActive.Count(b => b.output == Output.Shield) * 1000f;
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ShieldsSetMax();
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shieldCurrent = Math.Min(shieldCurrent + ShieldRegen, shieldMax);
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}
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@@ -113,4 +117,13 @@ public class PowerUnit {
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shieldCurrent = shieldCurrent - amt;
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return shieldCurrent < 0f;
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}
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void ShieldsBoost() {
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ShieldsSetMax();
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shieldCurrent = Math.Min(shieldCurrent + shieldBoostIncrease, shieldMax);
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}
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void ShieldsSetMax() {
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shieldMax = initialShieldMax + BoostActive.Count(b => b.output == Output.Shield) * shieldBoostAmount;
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}
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}
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@@ -134,7 +134,8 @@ PlayerSettings:
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vulkanEnableCommandBufferRecycling: 1
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loadStoreDebugModeEnabled: 0
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bundleVersion: 0.1
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preloadedAssets: []
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preloadedAssets:
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- {fileID: 11400000, guid: 020903acd8b50dd45a683fb9312ba7af, type: 2}
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metroInputSource: 0
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wsaTransparentSwapchain: 0
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m_HolographicPauseOnTrackingLoss: 1
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@@ -1,13 +1,15 @@
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# SpaceRace!
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- controls diagram
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- post times to server
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- in theory yes
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- rename completions to laps with migration
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- shield regen bug
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- controls diagram
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- mouse / controller sens
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- invert y
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- git lfs
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- post times to server
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- models
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- liquidator
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- cruise craft racing
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