fixed damage composition issue
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@@ -14,11 +14,11 @@ public partial class FirstEnemy : CharacterBody3D, IDamageable, IDamageMaker, IH
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[Export]
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public RDamage GetDamageDealt { get; set; }
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public RDamageModifier[] DamageModifiers { get; set; }
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[Export]
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public CHealth Health { get; set; }
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public CHealth CHealth { get; set; }
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public CDamageable CDamage { get; set; }
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[Export]
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public RDeathEffect[] DeathEffects { get; set; }
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@@ -33,19 +33,12 @@ public partial class FirstEnemy : CharacterBody3D, IDamageable, IDamageMaker, IH
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_damageBox.BodyEntered += OnDamageBoxTriggered;
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foreach (var damageable in DamageModifiers)
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damageable.DamageTaken += ReduceHealth;
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Health.Dead += Kill;
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CDamage.DamageTaken += ReduceHealth;
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CHealth.Dead += Kill;
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}
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public override void _PhysicsProcess(double delta)
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{
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if (Engine.IsEditorHint())
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{
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return;
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}
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var target = Target.GlobalPosition;
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var direction = (target - GlobalPosition).Normalized();
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@@ -70,26 +63,20 @@ public partial class FirstEnemy : CharacterBody3D, IDamageable, IDamageMaker, IH
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if(body is IDamageable damageable) damageable.TakeDamage(GetDamageDealt);
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}
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public event Action<float> DamageTaken;
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public float TakeDamage(RDamage damage)
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{
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var finalDamage = 0f;
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foreach (var damageable in DamageModifiers.ToIDamageables())
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finalDamage += damageable.TakeDamage(damage);
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DamageTaken?.Invoke(finalDamage);
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return finalDamage;
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return CDamage.TakeDamage(damage);
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}
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public float CurrentHealth
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{
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get => Health.CurrentHealth;
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set => Health.CurrentHealth = value;
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get => CHealth.CurrentHealth;
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set => CHealth.CurrentHealth = value;
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}
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public void ReduceHealth(float amount)
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{
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Health.ReduceHealth(amount);
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CHealth.ReduceHealth(amount);
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}
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public void Kill()
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