Skip links

Agentes Shield -

public enum ReleaseMode Retribution, Recharge, Overclock

[Header("Stats")] public float damageReduction = 0.7f; public float absorptionRatio = 0.5f; public float maxShieldCharge = 200f; public float cooldownDuration = 25f; private float currentShieldCharge = 0f; private bool isActive = false; private bool onCooldown = false; private HealthComponent playerHealth;

IEnumerator CooldownRoutine()

public void Activate()

void Start() playerHealth = GetComponent<HealthComponent>(); agentes shield

if (!isActive) return; isActive = false; switch(mode) case ReleaseMode.Retribution: AoEDamage(currentShieldCharge); break; case ReleaseMode.Recharge: playerHealth.Heal(currentShieldCharge * 0.5f); ReduceAbilityCooldowns(currentShieldCharge); break; case ReleaseMode.Overclock: ApplyBuff(moveSpeedBonus, critBonus, duration: 8f); break; currentShieldCharge = 0f; StartCoroutine(CooldownRoutine());

if (onCooldown) return; isActive = true; currentShieldCharge = 0f; // Play shield-on VFX/SFX public enum ReleaseMode Retribution

public float ProcessIncomingDamage(float incomingDamage)