broken composition and signals
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@@ -1,10 +1,10 @@
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using Godot;
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using System;
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using System.Linq;
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using Movementtests.interfaces;
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[GlobalClass]
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public partial class FirstEnemy : CharacterBody3D, IDamageable, IKillable, IKnockbackable, IDamageMaker
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public partial class FirstEnemy : CharacterBody3D, IDamageable, IDamageMaker, IHealthable, IKillable
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{
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[Export]
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public Node3D Target { get; set; }
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@@ -16,6 +16,12 @@ public partial class FirstEnemy : CharacterBody3D, IDamageable, IKillable, IKnoc
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public RDamage GetDamageDealt { get; set; }
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[Export]
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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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[Export]
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public RDeathEffect[] DeathEffects { get; set; }
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private RayCast3D _wallInFrontRayCast;
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private Area3D _damageBox;
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@@ -24,11 +30,22 @@ public partial class FirstEnemy : CharacterBody3D, IDamageable, IKillable, IKnoc
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{
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_wallInFrontRayCast = GetNode<RayCast3D>("WallInFrontRayCast");
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_damageBox = GetNode<Area3D>("DamageBox");
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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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}
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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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@@ -53,9 +70,34 @@ public partial class FirstEnemy : CharacterBody3D, IDamageable, IKillable, IKnoc
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if(body is IDamageable damageable) damageable.TakeDamage(GetDamageDealt);
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}
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public void TakeDamage(RDamage damage)
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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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damageable.TakeDamage(damage);
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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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}
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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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}
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public void ReduceHealth(float amount)
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{
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Health.ReduceHealth(amount);
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}
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public void Kill()
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{
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foreach (var killable in DeathEffects.ToIKillables())
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{
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killable.Kill();
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}
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QueueFree();
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}
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}
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