boost cooldowns

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ntr committed 2023-08-13 17:09:16 +10:00
1 parent e10e034702
commit ccd8e2c923
3 files changed
+91 -40

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+13 -12
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@@ -24,7 +24,7 @@ public class PowerUnit {
float shieldRegen = 10f; // * 100 ticks per second = 5s fully recharge
int boostMax = 2;
int boostCharges = 2;
int boostCharges = 0;
static float stablisation = 75f;
@@ -37,9 +37,10 @@ public class PowerUnit {
public string ShieldPct => $"{((shieldCurrent / shieldMax) * 100f):0}";
public string BoostsAvailable => $"{boostCharges}";
public bool BoostRecharging => boostCharges < boostMax;
public void Init() {
boostCharges = boostMax;
boostCharges = 0;
shieldCurrent = initialShieldMax;
acceleration = initialAcceleration;
deceleration = initialDeceleration;
@@ -48,20 +49,20 @@ public class PowerUnit {
// Regeneration of boosts is tracked by the ShipControls
// it has to handle tracking the coroutines etc
public void BoostRegenerate() {
public void BoostGenerate() {
boostCharges = Math.Min(boostCharges + 1, boostMax);
Debug.Log($"Boosts available {boostCharges}");
}
public bool BoostUse(Output output) {
public bool BoostDeploy(Output output) {
if (boostCharges < 1)
return false;
float newOutput = output switch {
Output.Acceleration => BoostUseAcceleration(),
Output.Deceleration => BoostUseDeceleration(),
Output.Strafing => BoostUseStrafing(),
Output.Shield => BoostUseShields(),
Output.Acceleration => BoostDeployAcceleration(),
Output.Deceleration => BoostDeployDeceleration(),
Output.Strafing => BoostDeployStrafing(),
Output.Shield => BoostDeployShields(),
_ => 0f,
};
@@ -73,10 +74,10 @@ public class PowerUnit {
return true;
}
float BoostUseAcceleration() => acceleration += baseOutput;
float BoostUseDeceleration() => deceleration += baseOutput;
float BoostUseStrafing() => strafing += baseOutput;
float BoostUseShields() {
float BoostDeployAcceleration() => acceleration += baseOutput;
float BoostDeployDeceleration() => deceleration += baseOutput;
float BoostDeployStrafing() => strafing += baseOutput;
float BoostDeployShields() {
float shieldFrac = shieldMax / shieldCurrent;
shieldMax = 7000f;
shieldCurrent = shieldMax * shieldFrac;