autobalance
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@ -22,12 +22,10 @@ public struct StatReturn
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public float Damage;
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public float MoveSpeed;
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}
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private void Start()
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{
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characterAnimator = characterSprite.GetComponent<Animator>();
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}
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// Update is called once per frame
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void Update()
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{
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@ -58,14 +56,10 @@ void Update()
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MoveCamera();
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}
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private void MoveCamera()
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{
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mainCamera.transform.position = new Vector3(transform.position.x, transform.position.y,-10);
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}
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public StatReturn GetStats()
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{
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var stats = new StatReturn
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@ -76,14 +70,24 @@ public StatReturn GetStats()
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};
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return stats;
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}
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public void ApplyDamage(float damage)
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{
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health -= damage;
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}
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public float GetHealth()
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{
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return health;
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}
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public float GetDamage()
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{
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return damage;
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}
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public void SetHealth(float newHealth)
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{
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health = newHealth;
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}
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public void SetDamage(float newDamage)
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{
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damage = newDamage;
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}
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}
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@ -9,6 +9,9 @@ public class Gameplay : MonoBehaviour
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[SerializeField] private GameObject overMind;
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[SerializeField] private float timeOnStart;
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[SerializeField] private GameObject DeathScreen;
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[SerializeField] private float balanceScale;
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private float _time;
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private GameStates _curGameState;
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public enum GameStates
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@ -23,6 +26,23 @@ void Start()
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_curGameState = GameStates.Game;
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_time = timeOnStart;
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_characterCharacterClass = character.GetComponent<Character>();
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StartCoroutine(AutoBalance());
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}
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private IEnumerator AutoBalance()
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{
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while (true)
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{
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yield return new WaitForSeconds(30f);
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print("autobalance");
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if (balanceScale > 1.1f)
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{
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balanceScale -= 0.1f;
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}
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_characterCharacterClass.SetHealth(_characterCharacterClass.GetHealth() * balanceScale);
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_characterCharacterClass.SetDamage(_characterCharacterClass.GetDamage() * balanceScale);
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}
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}
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// Update is called once per frame
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