broken composition and signals
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@@ -3,7 +3,7 @@ using System;
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using Movementtests.interfaces;
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[GlobalClass]
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public partial class FlyingEnemy : CharacterBody3D, IDamageable, IKillable, IKnockbackable, IDamageMaker
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public partial class FlyingEnemy : CharacterBody3D, IDamageable, IHealthable, IKnockbackable, IDamageMaker
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{
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[Export]
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public Node3D Target { get; set; }
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@@ -17,6 +17,11 @@ public partial class FlyingEnemy : CharacterBody3D, IDamageable, IKillable, IKno
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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 _groundDistanceRaycast;
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private Area3D _damageBox;
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@@ -32,6 +37,10 @@ public partial class FlyingEnemy : CharacterBody3D, IDamageable, IKillable, IKno
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_damageBox.BodyEntered += OnDamageBoxTriggered;
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_randomDirection = new Vector3(GD.RandRange(-1, 1), 1, GD.RandRange(-1, 1)).Normalized();
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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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@@ -84,9 +93,29 @@ public partial class FlyingEnemy : CharacterBody3D, IDamageable, IKillable, IKno
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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 void ReduceHealth(float amount)
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{
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GD.Print("Reducing health by " + amount);
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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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