Merge branch 'main' into lore

This commit is contained in:
Iazubi
2024-10-27 00:33:57 -07:00
2 changed files with 9 additions and 7 deletions

View File

@@ -33,6 +33,7 @@ public class Ratbot : MonoBehaviour
// Die if health below zero // Die if health below zero
public void Damage(float hurtyAmount) { public void Damage(float hurtyAmount) {
Debug.Log(hurtyAmount);
health -= hurtyAmount; health -= hurtyAmount;
if (health <= 0) { if (health <= 0) {
Destroy(gameObject); Destroy(gameObject);

View File

@@ -10,7 +10,6 @@ public class Teo : MonoBehaviour
public float swingDistance = 10; public float swingDistance = 10;
public float damageStrength = 10; public float damageStrength = 10;
public float attackCooldownSeconds = 10; public float attackCooldownSeconds = 10;
public float spamPunishMultiplier = 0.5F;
public float dashDistance = 5F; public float dashDistance = 5F;
public float dashCooldownSeconds = 5; public float dashCooldownSeconds = 5;
public float lastAttackTime = 0; public float lastAttackTime = 0;
@@ -68,13 +67,15 @@ public class Teo : MonoBehaviour
Input.mousePosition.x - Screen.width/2 Input.mousePosition.x - Screen.width/2
)) > swingRangeDeg * Mathf.Deg2Rad )) > swingRangeDeg * Mathf.Deg2Rad
) continue; ) continue;
// Apply a multiplier to damageStrength based on attack cooldown. // Apply x^2 multiplier to damage if not fully charged
// If multiplier > 1, just do damageStrength // Just use damageStrength if fully charged
float damageAmount = damageStrength * (Time.fixedTime - lastAttackTime)/attackCooldownSeconds; float timeWaited = Time.fixedTime - lastAttackTime;
ratbot.Damage( ratbot.Damage(
(damageAmount > damageStrength) (timeWaited < attackCooldownSeconds)
? damageStrength ? Mathf.Pow(timeWaited, 2) *
: damageAmount * spamPunishMultiplier damageStrength /
Mathf.Pow(attackCooldownSeconds, 2)
: damageStrength
); );
} }
} }