refactor: power-up effects applied centrally in GameBootstrap

This commit is contained in:
2026-05-14 01:21:22 +02:00
parent 8edb5cfbb5
commit 1b8c7f730d
2 changed files with 17 additions and 31 deletions

View File

@@ -1,5 +1,6 @@
using System.Collections;
using Core.Domain;
using Core.Domain.Status.Effects;
using Core.Ports;
using TMPro;
using UnityEngine;
@@ -370,14 +371,22 @@ namespace Infrastructure.Unity
instance.Configure(type);
instance.OnCollected += (t) =>
instance.OnCollected += (t, dur) =>
{
cameraController?.Shake(0.2f, 0.15f);
rumbleManager?.PulseMedium();
if (t == PowerUpType.TimeSlow)
switch (t)
{
_gameSession.ActivateTimeSlow(10f);
case PowerUpType.TimeSlow:
_gameSession.ActivateTimeSlow(dur);
break;
case PowerUpType.LightFooted:
_playerInstance?.Status.AddEffect(new LightFootedEffect(dur));
break;
case PowerUpType.SpeedBoost:
_playerInstance?.Status.AddEffect(new SpeedBoostEffect(dur));
break;
}
};
}