Reputation: 13
OK hi everyone. I'm pretty new to scripting and i am learning by making a game. I am trying to apply a damage over time effect to my player. Though i have something that works, when the timers are up my frame rate drops from over 60 to below 10. So i am hoping someone can help explain why this is, if my method is viable and is there anything better i could do. here is my code.
public class AllDamage : MonoBehaviour
{
//Type of Damage to be applied when attatched to a game object
public bool isFire;
public bool isIce;
public bool isElectric;
public bool isWind;
public bool isBlunt;
public bool isSharp;
public bool isToxic;
public bool isPoisen;
public bool isTicking; // is this damage over time
public int ticks = 0;
public int DotDuration;
// Ammount or initial damage
public float ammountHealthDmg = 10f;
public float ammountPhysicalDmg = 10f;
public float ammountMentalDmg = 10f;
// ammount of damage over time
public float tickHealthDmg = 1f;
public float tickPhysicalDmg = 1f;
public float tickMentalDmg = 1f;
void Update()
{
if(isTicking == true)
{
applyDoT ();
StartCoroutine("CountSeconds");
}
}
IEnumerator CountSeconds()
{
int DoTDuration = 0;
while(true)
{
for (float timer = 0; timer < 1; timer += Time.deltaTime)
yield return 0;
DoTDuration++;
Debug.Log(DoTDuration + " seconds have passed since the Coroutine started.");
if(DoTDuration == 10)
{
StopCoroutine("CountSeconds");
isTicking = false;
}
}
}
void applyDoT()
{
// ticks increments 60 times per second, as an example
ticks++;
// Condition is true once every second
if(ticks % 60 == 0)
{
decrementStats(tickHealthDmg, tickPhysicalDmg, tickMentalDmg);
}
}
// is this the player?... what am i?...apply my inital damage...do i have damage over time
void OnTriggerEnter(Collider other)
{
if(other.tag == "Player")
{
if(isFire)
{
decrementStats(ammountHealthDmg, ammountPhysicalDmg, ammountMentalDmg);
isTicking = true;
}
if(isIce)
{
decrementStats(ammountHealthDmg, ammountPhysicalDmg, ammountMentalDmg);
isTicking = true;
}
if(isElectric)
{
decrementStats(ammountHealthDmg, ammountPhysicalDmg, ammountMentalDmg);
}
if(isWind)
{
decrementStats(ammountHealthDmg, ammountPhysicalDmg, ammountMentalDmg);
}
if(isBlunt)
{
decrementStats(ammountHealthDmg, ammountPhysicalDmg, ammountMentalDmg);
}
if(isSharp)
{
decrementStats(ammountHealthDmg, ammountPhysicalDmg, ammountMentalDmg);
isTicking = true;
}
if(isToxic)
{
decrementStats(ammountHealthDmg, ammountPhysicalDmg, ammountMentalDmg);
isTicking = true;
}
if(isPoisen)
{
decrementStats(ammountHealthDmg, ammountPhysicalDmg, ammountMentalDmg);
isTicking = true;
}
}
}
// - stat values
void decrementStats(float health, float physical, float mental)
{
Stats.health -= health;
Stats.physical -= physical;
Stats.mental -= mental;
Stats.CheckAllStats();
}
}
Upvotes: 1
Views: 876
Reputation: 613
You are starting your coroutine multiple times, once per frame, by calling StartCoroutine()
in Update()
callback.
What you should do, is set a shouldStartTicking
(it's called isTicking
in your code) flag to true
when you want to start the coroutine and then set it to false
immediately in the coroutine.
But a much cleaner solution would be to start the coroutine right from the code that registered a hit.
I would also suggest you to call the decrementStats
method from the coroutine, instead of using an external counter-variable to convey the state of your DoT effect.
Upvotes: 4