onCooldown = true; yield return new WaitForSeconds(cooldownDuration); onCooldown = false;
The Agentes Shield is not a simple damage blocker. It is an energy-absorbing barrier that stores absorbed kinetic/energy damage and then releases it as a short burst of enhanced speed, counter-attack power, or team healing.
if (!isActive) return incomingDamage; float reducedDamage = incomingDamage * (1 - damageReduction); float absorbedEnergy = incomingDamage * damageReduction * absorptionRatio; currentShieldCharge = Mathf.Min(currentShieldCharge + absorbedEnergy, maxShieldCharge); // Shield break if overloaded beyond capacity + 10% if (currentShieldCharge >= maxShieldCharge * 1.1f) DeactivateAndRelease(ReleaseMode.Retribution); // emergency release return reducedDamage;
void Start() playerHealth = GetComponent<HealthComponent>();
onCooldown = true; yield return new WaitForSeconds(cooldownDuration); onCooldown = false;
The Agentes Shield is not a simple damage blocker. It is an energy-absorbing barrier that stores absorbed kinetic/energy damage and then releases it as a short burst of enhanced speed, counter-attack power, or team healing.
if (!isActive) return incomingDamage; float reducedDamage = incomingDamage * (1 - damageReduction); float absorbedEnergy = incomingDamage * damageReduction * absorptionRatio; currentShieldCharge = Mathf.Min(currentShieldCharge + absorbedEnergy, maxShieldCharge); // Shield break if overloaded beyond capacity + 10% if (currentShieldCharge >= maxShieldCharge * 1.1f) DeactivateAndRelease(ReleaseMode.Retribution); // emergency release return reducedDamage;
void Start() playerHealth = GetComponent<HealthComponent>();