In Unity3D,
I have a weapon script and a stamina script. What I want to do now is to drain stamina when my weapon swings.
I tried my code and i have been playing around with it for a couple of hours.
I am using unity so it also gives me a comment about using new and that I should use Add.component etc so I would appreciate an answer to that question as well!
Hopefully this post is a bit better in terms of the title and information/layout as I am very tired and low on energy. Im going to take a short food break before I get back to it!
Here is the Stamina system:
`
public class HandS : MonoBehaviour {
public int startingHealth = 100;
public int currentHealth;
public int healthReg;
Sword mySword;
bool isRegenHealth;
public float startingStam = 100;
public float currentStam;
public float stamReg;
bool isRegenStam;
void Awake()
{
currentStam = startingStam;
}
void Update()
{
if (currentStam != startingStam && !isRegenStam)
{
StartCoroutine(RegainStamOverTime());
}
}
private IEnumerator RegainStamOverTime()
{
isRegenStam = true;
while (currentStam < startingStam)
{
Stamregen();
ReduceStamina(mySword.stamDrain);
yield return new WaitForSeconds(1);
}
isRegenStam = false;
}
public void Stamregen()
{
currentStam += stamReg;
}
public void ReduceStamina(float _stamDrain)
{
currentStam -= _stamDrain;
}
}
`
Here is the Sword script:
using UnityEngine;
using System.Collections;
public class Sword : MonoBehaviour {
static Animator anim;
public GameObject hitbox;
HandS hp = new HandS();
public int Sworddamage = 20;
public float sec = 0.5f;
public float maxStamina = 20;
public float AttackCD;
public float delayBetweenAttacks = 1.5f;
public float stamDrain = 50;
public AudioSource WeaponSource;
public AudioClip WeaponSound;
void Start () {
anim = GetComponentInParent<Animator>();
WeaponSource = GetComponent<AudioSource>();
}
// Update is called once per frame
void Update () {
attack();
block();
}
public void attack()
{
if (Input.GetButtonDown("Fire1") && Time.time > AttackCD)
{
AttackCD = Time.time + delayBetweenAttacks;
anim.SetBool("IsAttacking", true);
hitbox.SetActive(true);
StartCoroutine(LateCall());
WeaponSource.PlayOneShot(WeaponSound);
Debug.Log("hit");
hp.ReduceStamina(stamDrain);
}
else
{
anim.SetBool("IsAttacking", false);
}
}
public void block()
{
if (Input.GetButtonDown("Fire2"))
{
anim.SetBool("IsBlocking", true);
}
else
{
anim.SetBool("IsBlocking", false);
}
}
IEnumerator LateCall()
{
yield return new WaitForSeconds(sec);
hitbox.SetActive(false);
}
}