Spam punish multiplier
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@@ -10,6 +10,7 @@ public class Teo : MonoBehaviour
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public float swingDistance = 10;
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public float swingDistance = 10;
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public float damageStrength = 10;
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public float damageStrength = 10;
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public float attackCooldownSeconds = 10;
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public float attackCooldownSeconds = 10;
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public float spamPunishMultiplier = 0.5F;
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public float dashDistance = 5F;
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public float dashDistance = 5F;
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public float dashCooldownSeconds = 5;
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public float dashCooldownSeconds = 5;
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public float lastAttackTime = 0;
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public float lastAttackTime = 0;
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@@ -69,9 +70,12 @@ public class Teo : MonoBehaviour
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) continue;
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) continue;
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// Apply a multiplier to damageStrength based on attack cooldown.
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// Apply a multiplier to damageStrength based on attack cooldown.
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// If multiplier > 1, just do damageStrength
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// If multiplier > 1, just do damageStrength
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// Fuck readability, it's a one liner now
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float damageAmount = damageStrength * (Time.fixedTime - lastAttackTime)/attackCooldownSeconds;
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Debug.Log(Mathf.Min(damageStrength * (Time.fixedTime - lastAttackTime)/attackCooldownSeconds, damageStrength));
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ratbot.Damage(
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ratbot.Damage(Mathf.Min(damageStrength * (Time.fixedTime - lastAttackTime)/attackCooldownSeconds, damageStrength));
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(damageAmount > damageStrength)
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? damageStrength
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: damageAmount * spamPunishMultiplier
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);
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}
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}
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}
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}
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IEnumerator Dash() {
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IEnumerator Dash() {
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