pu class
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using System;
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using UnityEngine;
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public class PowerUnit {
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static float baseOutput = 25.0f;
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float acceleration = 2f * baseOutput;
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float deceleration = 4f * baseOutput;
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float strafing = 1f * baseOutput;
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float stablisation = 75f;
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float shieldsCurrent = 5000f;
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float shieldsMax = 5000f;
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float shieldsRegen = 10f; // * 100 ticks per second = 5s fully recharge
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public float Acceleration => acceleration;
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public float Deceleration => deceleration;
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public float Strafing => strafing;
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public float Shields => shieldsCurrent;
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public float ShieldsMax => shieldsMax;
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public float Stabilisation => stablisation;
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public string ShieldsPct => $"{((shieldsCurrent / shieldsMax) * 100f):0}";
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public void Init() {
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shieldsCurrent = shieldsMax;
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shieldsRegen = (shieldsMax / 5f) * Time.fixedDeltaTime;
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}
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public void Reassign(float accel, float decel, float strafe, float shields) {
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acceleration = baseOutput * accel;
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deceleration = baseOutput * decel;
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strafing = baseOutput * strafe;
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shieldsRegen = shields;
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}
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// returns whether shields depleted
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public bool ShieldsReduce(float amt) {
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shieldsCurrent = shieldsCurrent - amt;
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return shieldsCurrent < 0f;
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}
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public void ShieldsRegenerate() {
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shieldsCurrent = Math.Min(shieldsCurrent + shieldsRegen, shieldsMax);
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}
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}
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